示例#1
0
    /// <summary>
    /// Method to animate vertex colors of a TMP Text object.
    /// </summary>
    /// <returns></returns>
    IEnumerator AnimateVertexColors()
    {
        // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
        // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
        m_TextComponent.ForceMeshUpdate();

        TMP_TextInfo textInfo = m_TextComponent.textInfo;

        Matrix4x4 matrix;

        int loopCount = 0;

        hasTextChanged = true;

        // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
        VertexAnim[] vertexAnim = new VertexAnim[1024];
        for (int i = 0; i < 1024; i++)
        {
            vertexAnim[i].angleRange = Random.Range(10f, 25f);
            vertexAnim[i].speed      = Random.Range(1f, 3f);
        }

        // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
        TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();

        while (true)
        {
            //コルーチンを破棄する
            if (breakFlag)
            {
                m_TextComponent.ForceMeshUpdate();
                yield break;
            }

            // Get new copy of vertex data if the text has changed.
            if (hasTextChanged)
            {
                // Update the copy of the vertex data for the text object.
                cachedMeshInfo = textInfo.CopyMeshInfoVertexData();

                hasTextChanged = false;
            }

            int characterCount = textInfo.characterCount;

            // If No Characters then just yield and wait for some text to be added
            if (characterCount == 0)
            {
                yield return(new WaitForSeconds(0.25f));

                continue;
            }


            for (int i = 0; i < characterCount; i++)
            {
                TMP_CharacterInfo charInfo = textInfo.characterInfo[i];

                // Skip characters that are not visible and thus have no geometry to manipulate.
                if (!charInfo.isVisible)
                {
                    continue;
                }

                //アニメーションをスキップする
                if (i < animStartIndex || animStartIndex + animLength <= i)
                {
                    continue;
                }

                // Retrieve the pre-computed animation data for the given character.
                VertexAnim vertAnim = vertexAnim[i];

                // Get the index of the material used by the current character.
                int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;

                // Get the index of the first vertex used by this text element.
                int vertexIndex = textInfo.characterInfo[i].vertexIndex;

                // Get the cached vertices of the mesh used by this text element (character or sprite).
                Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;

                // Determine the center point of each character at the baseline.
                //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
                // Determine the center point of each character.
                Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;

                // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
                // This is needed so the matrix TRS is applied at the origin for each character.
                Vector3 offset = charMidBasline;

                Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;

                destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
                destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
                destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
                destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;

                vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
                Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
                //Vector3 jitterOffset = new Vector3(0, Mathf.Sin(Time.time), 0);

                matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);

                destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
                destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
                destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
                destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);

                destinationVertices[vertexIndex + 0] += offset;
                destinationVertices[vertexIndex + 1] += offset;
                destinationVertices[vertexIndex + 2] += offset;
                destinationVertices[vertexIndex + 3] += offset;

                vertexAnim[i] = vertAnim;
            }

            // Push changes into meshes
            for (int i = 0; i < textInfo.meshInfo.Length; i++)
            {
                textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
                m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
            }

            loopCount += 1;

            //yield return new WaitForSeconds(0.1f);
            yield return(null);
        }
    }