/// <summary>
    /// Tries to damage the building if unlucky.
    /// </summary>
    private void CheckForDisaster()
    {
        //Creates a list of potential disasters
        List <BuildingDistaster> disasters = new List <BuildingDistaster>();

        disasters.AddRange(thisBuilding.potentialDisasters);
        disasters.AddRange(tile.properties.environmentalDisaster);

        foreach (BuildingDistaster disaster in disasters)
        {
            // If the building isn't already broken and the risk returns true a disaster occurs.
            if (durability > 0 && SoulTycoon.AttemptRisk(disaster.risk))
            {
                //Gameplay implications
                int damageDealt = (int)SoulTycoon.VariableValue(disaster.damageBase, disaster.damageVariance);
                durability = Mathf.Max(durability - damageDealt, 0);

                //Play particle effects
                SmokeParticles.Emit(15);
                if (durability <= 0)
                {
                    SmokeParticles.Play();
                }

                //Create a notifiaction about the disaster.
                GameObject        go       = Instantiate(Resources.Load <GameObject>("Disaster"), transform.position - new Vector3(0, 0, 1), Quaternion.identity);
                TMPro.TextMeshPro textMesh = go.GetComponent <TMPro.TextMeshPro>();
                textMesh.SetText(string.Format(durability > 0 ? "{0}!\nIntegrity {2}%" : "{0}\nRepairs needed!", disaster.name, damageDealt, Mathf.Max((float)durability / thisBuilding.durability * 100, 0).ToString("N1")));
                textMesh.color = new Color(1f, 0.7f, 0.7f);

                //Only one disaster can occur per hour so we stop running through the foreach loop here.
                break;
            }
        }
    }
示例#2
0
    // Start is called before the first frame update
    void Start()
    {
        tmProh = GetComponent <TextMeshPro>() ?? gameObject.AddComponent <TextMeshPro>();

        tmpText.text = "LOADING...";

        tmProh.text = tmpText.text;
        Debug.Log(tmProh.text);

        //// MQTT stuff
        //client = new MqttClient(broker);
        //// register to message received
        //client.MqttMsgPublishReceived += client_MqttMsgPublishReceived;
        //string clientId = System.Guid.NewGuid().ToString();
        //goodDownload = false;
        //try
        //{
        //    client.Connect(clientId);
        //    Debug.Log("CONNECTED!!");
        //    goodDownload = true;

        //}
        //catch (System.Exception e)
        //{
        //    Debug.LogError("Connection error: " + e);
        //}
        //// subscribe to the topic
        //client.Subscribe(new string[] { "topic/EV3ARProject" }, new byte[] { MqttMsgBase.QOS_LEVEL_EXACTLY_ONCE });

        StartCoroutine(GetRequest());
    }
示例#3
0
    public void Init(TMPro.TextMeshPro scoreTextField)
    {
        if (m_FirstInit)
        {
            m_SplinePointsWorld = new Vector3[kSplineMax];

            m_MeshFilter   = gameObject.GetComponent <MeshFilter>();
            m_Material     = gameObject.GetComponent <MeshRenderer>().material;
            m_InitialColor = m_Material.color;

            m_Score = 0;

            m_FirstInit = false;
        }

        m_SplineN = 2;
        m_SplinePointsWorld[0] = transform.position;
        m_SplinePointsWorld[1] = transform.position;

        m_Mode             = Mode.Menu;
        distanceFromCenter = .5f;
        m_Speed            = 0.2f;
        m_RotationSpeed    = 180;
        m_SpeedFactor      = 1.0f;
        m_SnakeLength      = m_SnakeLengthMax = 0.2f;
        m_SnakeRadius      = 0.5f;
        m_Material.color   = m_InitialColor;

        m_ScoreTextField    = scoreTextField;
        m_BonusScoreOverage = 0;
        bonusMode           = false;
    }
 public void SetPrivates(Character character, System.Func <bool> sceneUpdateAction, bool isInventoryAvailable, int tabId)
 {
     _title              = transform.Find("Title").GetComponent <TMPro.TextMeshPro>();
     _character          = character;
     _sceneUpdateAction  = sceneUpdateAction;
     _currentTab         = tabId;
     _resetTabPosition   = new Vector3(-10.0f, 10.0f, 0.0f);
     _currentTabPosition = transform.position;
     _tabs         = new List <GameObject>();
     _buttonsTabs  = new List <ButtonBhv>();
     _instantiator = GameObject.Find(Constants.GoSceneBhvName).GetComponent <SceneBhv>().Instantiator;
     for (int i = 0; i < 5; ++i)
     {
         _tabs.Add(transform.Find("Tab" + i).gameObject);
         _buttonsTabs.Add(transform.Find("ButtonTab" + i).GetComponent <ButtonBhv>());
         if (i == _currentTab)
         {
             BringTabFront(_tabs[i]);
         }
         else
         {
             UnpressButton(_buttonsTabs[i].gameObject);
             BringTabBack(_tabs[i], i);
         }
     }
     _skinContainerBhv = _tabs[0].transform.Find("SkinContainer").GetComponent <SkinContainerBhv>();
     SetButtons(isInventoryAvailable);
     DisplayStatsCharacter();
     DisplayStatsWeapon(_tabs[1], _character.Weapons[0], "SkinContainerWeapon0", "StatsList1");
     DisplayStatsWeapon(_tabs[2], _character.Weapons[1], "SkinContainerWeapon1", "StatsList2");
     DisplayStatsSkill(_tabs[3], _character.Skills[0], "SkinContainerSkill0", "StatsList3");
     DisplayStatsSkill(_tabs[4], _character.Skills[1], "SkinContainerSkill1", "StatsList4");
 }
示例#5
0
        /// <summary>
        /// Function returning the index of the character at the given position (if any).
        /// </summary>
        /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
        /// <param name="position">Position to check for intersection.</param>
        /// <param name="camera"></param>
        /// <param name="visibleOnly">Only check for visible characters.</param>
        /// <returns></returns>
        public static int FindIntersectingCharacter(TextMeshPro text, Vector3 position, Camera camera, bool visibleOnly)
        {
            Transform textTransform = text.transform;

            // Convert position into Worldspace coordinates
            ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);

            for (int i = 0; i < text.textInfo.characterCount; i++)
            {
                // Get current character info.
                TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
                if (visibleOnly && !cInfo.isVisible)
                    continue;

                // Get Bottom Left and Top Right position of the current character
                Vector3 bl = textTransform.TransformPoint(cInfo.bottomLeft);
                Vector3 tl = textTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
                Vector3 tr = textTransform.TransformPoint(cInfo.topRight);
                Vector3 br = textTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));

                if (PointIntersectRectangle(position, bl, tl, tr, br))
                    return i;

            }

            return -1;
        }
    void Awake()
    {
        if (!enabled)
            return;

        m_camera = Camera.main;
        //Debug.Log("w:" + Screen.width + " h:" + Screen.height);

        GameObject frameCounter = new GameObject("Frame Counter");
        m_frameCounter_transform = frameCounter.transform;
        m_frameCounter_transform.parent = m_camera.transform;
        m_frameCounter_transform.localRotation = Quaternion.identity;
        

        m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
        m_TextMeshPro.font = Resources.Load("Fonts/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont;
        m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts/ARIAL SDF Overlay", typeof(Material)) as Material;

        m_TextMeshPro.fontSize = 48;
        //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128);
        //m_TextMeshPro.edgeWidth = .15f;      
        m_TextMeshPro.isOverlay = true;

        //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0);
        //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255);
        //m_TextMeshPro.FontMaterial.renderQueue = 4000;

        //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f));

        Set_FrameCounter_Position(AnchorPosition);
        last_AnchorPosition = AnchorPosition;
        
    
    }
    static int SetMask(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 3)
            {
                TMPro.TextMeshPro   obj  = (TMPro.TextMeshPro)ToLua.CheckObject <TMPro.TextMeshPro>(L, 1);
                TMPro.MaskingTypes  arg0 = (TMPro.MaskingTypes)ToLua.CheckObject(L, 2, typeof(TMPro.MaskingTypes));
                UnityEngine.Vector4 arg1 = ToLua.ToVector4(L, 3);
                obj.SetMask(arg0, arg1);
                return(0);
            }
            else if (count == 5)
            {
                TMPro.TextMeshPro   obj  = (TMPro.TextMeshPro)ToLua.CheckObject <TMPro.TextMeshPro>(L, 1);
                TMPro.MaskingTypes  arg0 = (TMPro.MaskingTypes)ToLua.CheckObject(L, 2, typeof(TMPro.MaskingTypes));
                UnityEngine.Vector4 arg1 = ToLua.ToVector4(L, 3);
                float arg2 = (float)LuaDLL.luaL_checknumber(L, 4);
                float arg3 = (float)LuaDLL.luaL_checknumber(L, 5);
                obj.SetMask(arg0, arg1, arg2, arg3);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: TMPro.TextMeshPro.SetMask"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    static int UpdateVertexData(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                TMPro.TextMeshPro obj = (TMPro.TextMeshPro)ToLua.CheckObject <TMPro.TextMeshPro>(L, 1);
                obj.UpdateVertexData();
                return(0);
            }
            else if (count == 2)
            {
                TMPro.TextMeshPro obj = (TMPro.TextMeshPro)ToLua.CheckObject <TMPro.TextMeshPro>(L, 1);
                TMPro.TMP_VertexDataUpdateFlags arg0 = (TMPro.TMP_VertexDataUpdateFlags)ToLua.CheckObject(L, 2, typeof(TMPro.TMP_VertexDataUpdateFlags));
                obj.UpdateVertexData(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: TMPro.TextMeshPro.UpdateVertexData"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
    static int ClearMesh(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                TMPro.TextMeshPro obj = (TMPro.TextMeshPro)ToLua.CheckObject <TMPro.TextMeshPro>(L, 1);
                obj.ClearMesh();
                return(0);
            }
            else if (count == 2)
            {
                TMPro.TextMeshPro obj = (TMPro.TextMeshPro)ToLua.CheckObject <TMPro.TextMeshPro>(L, 1);
                bool arg0             = LuaDLL.luaL_checkboolean(L, 2);
                obj.ClearMesh(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: TMPro.TextMeshPro.ClearMesh"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#10
0
 public void SetPrivates(OverBlendType overBlendType, string message, float?constantLoadingSpeed, System.Func <bool, object> resultAction, bool reverse)
 {
     Constants.InputLocked = true;
     DontDestroyOnLoad(gameObject);
     _overBlendType = overBlendType;
     _loadPercent   = 0;
     if (reverse)
     {
         _sourcePosition = new Vector3(-6.0f, 0.0f, 0.0f);
     }
     else
     {
         _sourcePosition = new Vector3(6.0f, 0.0f, 0.0f);
     }
     _activePosition       = new Vector3(0.0f, 0.0f, 0.0f);
     _endPosition          = new Vector3(-_sourcePosition.x, 0.0f, 0.0f);
     _state                = 0;
     _constantLoadingSpeed = constantLoadingSpeed;
     _resultAction         = resultAction;
     _spriteRenderer       = gameObject.GetComponent <SpriteRenderer>();
     _spriteRenderer.color = Constants.ColorPlainTransparent;
     _loading              = transform.Find("Loading").gameObject;
     _halfSpriteSize       = _loading.GetComponent <SpriteRenderer>().size.x / 2;
     AddLoadingPercent(0.0f);
     _message           = transform.Find("Message").GetComponent <TMPro.TextMeshPro>();
     _message.text      = message;
     _midActionDone     = false;
     transform.position = _sourcePosition;
 }
示例#11
0
 private void Awake()
 {
     // Get components
     _collider = GetComponent <Collider>();
     text      = GetComponentInChildren <TMPro.TextMeshPro>();
     SetLetter(character);
 }
示例#12
0
    void Start()
    {
        if (SpawnType == 0)
        {
            //Debug.Log("Spawning TextMesh Pro Objects.");
            // TextMesh Pro Implementation
            m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
            //m_textMeshPro.FontAsset = Resources.Load("Fonts/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
            m_textMeshPro.anchor = AnchorPositions.Bottom;
            m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
            m_textMeshPro.fontSize = 16;
            m_textMeshPro.text = string.Empty;

            StartCoroutine(DisplayTextMeshProFloatingText());
        }
        else
        {
            //Debug.Log("Spawning TextMesh Objects.");

            m_textMesh = m_floatingText.AddComponent<TextMesh>();        
            m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; // User should only provide a string to the resource.     
            m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;    
            m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
            m_textMesh.anchor = TextAnchor.LowerCenter;
            m_textMesh.fontSize = 16;

            StartCoroutine(DisplayTextMeshFloatingText());
        }
        
    }
示例#13
0
    protected override void SetPrivates()
    {
        base.SetPrivates();
        OnRootPreviousScene = Constants.SoulTreeScene;
        _characterName      = GameObject.Find("CharacterName").GetComponent <TMPro.TextMeshPro>();
        _skinContainer      = GameObject.Find("SkinContainer");
        _raceTextMesh       = GameObject.Find("RaceText").GetComponent <TMPro.TextMeshPro>();
        _gender             = (CharacterGender)Random.Range(0, 1);
        _race         = CharacterRace.Human;
        _rightButtons = new List <ButtonBhv>();
        _leftButtons  = new List <ButtonBhv>();
        var allButtons = GameObject.FindGameObjectsWithTag(Constants.TagButton);

        foreach (var button in allButtons)
        {
            if (button.name.Contains("Right"))
            {
                _rightButtons.Add(button.GetComponent <ButtonBhv>());
            }
            if (button.name.Contains("Left"))
            {
                _leftButtons.Add(button.GetComponent <ButtonBhv>());
            }
        }
    }
示例#14
0
    public GameField()
    {
        gameObject = create(Program.I().new_ocgcore_field, getGoodPosition(), Vector3.zero, false, Program.ui_container_3d, false);
        UIHelper.getByName(gameObject, "obj_0").transform.localScale = Vector3.zero;
        UIHelper.getByName(gameObject, "obj_1").transform.localScale = Vector3.zero;
        Phase           = gameObject.GetComponentInChildren <phaser>();
        Phase.bpAction  = onBP;
        Phase.epAction  = onEP;
        Phase.mp2Action = onMP;
        leftT           = UIHelper.getByName <UITexture>(gameObject, "leftT");
        midT            = UIHelper.getByName <UITexture>(gameObject, "midT");
        rightT          = UIHelper.getByName <UITexture>(gameObject, "rightT");
        phaseTexure     = UIHelper.getByName <UITexture>(gameObject, "phaseT");
        midT.border     = new Vector4(0, 500, 0, 230);

        leftT.mainTexture       = null;
        midT.mainTexture        = null;
        rightT.mainTexture      = null;
        phaseTexure.mainTexture = null;

        me_left_p_num  = create(Program.I().mod_ocgcore_number);
        me_right_p_num = create(Program.I().mod_ocgcore_number);
        op_left_p_num  = create(Program.I().mod_ocgcore_number);
        op_right_p_num = create(Program.I().mod_ocgcore_number);

        Program.I().ocgcore.AddUpdateAction_s(Update);

        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_DECK, 0));
        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_EXTRA, 0));
        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_GRAVE, 0));
        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_REMOVED, 0));
        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_DECK, 1));
        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_EXTRA, 1));
        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_GRAVE, 1));
        gameHiddenButtons.Add(new gameHiddenButton(game_location.LOCATION_REMOVED, 1));

        LOCATION_DECK_0    = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();
        LOCATION_EXTRA_0   = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();
        LOCATION_GRAVE_0   = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();
        LOCATION_REMOVED_0 = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();



        LOCATION_DECK_1    = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();
        LOCATION_EXTRA_1   = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();
        LOCATION_GRAVE_1   = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();
        LOCATION_REMOVED_1 = create(Program.I().new_ui_textMesh, Vector3.zero, new Vector3(60, 0, 0)).GetComponent <TMPro.TextMeshPro>();



        label                      = create(Program.I().mod_simple_ngui_text, new Vector3(0, 0, -14.5f), new Vector3(60, 0, 0), false, Program.ui_container_3d, false).GetComponent <UILabel>();
        label.fontSize             = 40;
        label.overflowMethod       = UILabel.Overflow.ShrinkContent;
        label.alignment            = NGUIText.Alignment.Left;
        label.width                = 800;
        label.height               = 40;
        label.transform.localScale = new Vector3(0.03f, 0.03f, 0.03f);
        label.text                 = "";
        overCount                  = 0;
    }
示例#15
0
    private GameObject createLoadButton()
    {
        GameObject button = Instantiate(Resources.Load("Tournament_Cell", typeof(GameObject))) as GameObject;

        button.transform.SetParent(tournamentsPanel.transform);
        button.transform.localScale = Vector3.one;
        button.transform.position   = new Vector3(-500f, -500f, -500f);

        button.name = "Load_Button";
        var text = button.transform.Find("Text").GetComponent <TMPro.TextMeshPro>();

        text.text      = "Reload Tournaments";
        text.fontStyle = TMPro.FontStyles.Bold;
        text.alignment = TMPro.TextAlignmentOptions.Center;

        TMPro.TextMeshPro matryxBountyTMP = button.transform.Find("MTX_Amount").GetComponent <TMPro.TextMeshPro>();
        matryxBountyTMP.text = "";

        scroll.addObject(button.transform);
        joyStickAggregator.AddForwarder(button.GetComponentInChildren <JoyStickForwarder>());

        // Add this action to the panel
        tournamentsPanel.AddAction(button.GetComponent <FlexButtonComponent>());

        return(button);
    }
示例#16
0
 void Start()
 {
     _spriteRenderer = GetComponent <SpriteRenderer>();
     SetSpriteSortingLayerOrder(Constants.InputLayer);
     _textMesh = GetComponent <TMPro.TextMeshPro>();
     SetTextSortingLayerOrder(Constants.InputLayer);
 }
示例#17
0
 void Start()
 {
     _textMesh   = transform.Find(gameObject.name + "Text").GetComponent <TMPro.TextMeshPro>();
     _content    = transform.Find(gameObject.name + "Mask").Find(gameObject.name + "Content").gameObject;
     _subContent = transform.Find(gameObject.name + "Mask").Find(gameObject.name + "SubContent").gameObject;
     _height     = _content.GetComponent <SpriteRenderer>().sprite.rect.size.y *Constants.Pixel;
 }
示例#18
0
    public void SetPrivates(string text, string imagePath, System.Func <bool, object> resultAction, Direction mainDirection, Direction secondaryDirection)
    {
        _startPosition = new Vector3(0.0f, 0.0f, 0.0f);
        AddDirection(mainDirection);
        if (secondaryDirection != Direction.None)
        {
            AddDirection(secondaryDirection);
        }
        _endPosition = new Vector3(-_startPosition.x, -_startPosition.y, 0.0f);
        var slidingBit = 0.01f;

        _slideStartPosition = new Vector3(_startPosition.x * slidingBit, _startPosition.y * slidingBit, 0.0f);
        _slideEndPosition   = new Vector3(_endPosition.x * slidingBit, _endPosition.y * slidingBit, 0.0f);
        _state                    = 0;
        _resultAction             = resultAction;
        _spriteRenderer           = gameObject.GetComponent <SpriteRenderer>();
        _spriteRenderer.sprite    = Helper.GetSpriteFromSpriteSheet(imagePath);
        _spriteRenderer.color     = Constants.ColorPlainTransparent;
        _backgroundRenderer       = transform.Find("Background").GetComponent <SpriteRenderer>();
        _backgroundPlain          = _backgroundRenderer.color;
        _backgroundTransparent    = new Color(_backgroundPlain.r, _backgroundPlain.g, _backgroundPlain.b, 0.0f);
        _backgroundRenderer.color = _backgroundTransparent;
        _title                    = transform.Find("Title").GetComponent <TMPro.TextMeshPro>();
        _title.text               = text;
        _moveSpeed                = 0.15f;
        _slideSpeed               = 0.05f;
        _fadeSpeed                = 0.2f;
        transform.position        = _startPosition;
    }
示例#19
0
    IEnumerator IncreaseScore(int score, GameObject targetCanvas, TMPro.TextMeshPro scoreText)
    {
        yield return(StartCoroutine(GameOverTriggered()));

        targetCanvas.SetActive(true);

        int displayScore   = 0;
        int scoreIncrement = (int)((float)score / (4f * 60f));

        countSource.Play();

        while (displayScore < score)
        {
            displayScore = Mathf.Min(displayScore + scoreIncrement, score);

            if (scoreIncrement == 0)
            {
                displayScore = score;
            }

            scoreText.text = "" + displayScore;

            yield return(null);
        }
        countSource.Stop();
        yield return(null);
    }
示例#20
0
    //private FpsCounterAnchorPositions last_AnchorPosition;

    void Awake()
    {
        if (!enabled)
            return;

        m_camera = Camera.main;
     
        GameObject frameCounter = new GameObject("Frame Counter");
        m_frameCounter_transform = frameCounter.transform;
        m_frameCounter_transform.parent = m_camera.transform;
        m_frameCounter_transform.localRotation = Quaternion.identity;
        

        m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
        m_TextMeshPro.font = Resources.Load("Fonts/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont;
        m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts/ARIAL SDF Overlay", typeof(Material)) as Material;

        m_TextMeshPro.fontSize = 30;
    
        m_TextMeshPro.isOverlay = true;
        m_TextMeshPro.alignment = AlignmentTypes.Right;

        Set_FrameCounter_Position(AnchorPosition);
        //last_AnchorPosition = AnchorPosition;

        m_TextMeshPro.text = instructions;
          
    }
示例#21
0
    public void DisplayTrimResults(ref TotalResultsModel _trModel, TMPro.TextMeshPro _totalSubtext)
    {
        int counter = 0;

        _totalSubtext.text = "";

        //get the last 35 characters of the string and just display that.
        //see the most recent calculations of the last few throws of dice.
        if (_trModel.preText.Length >= _trModel.maxSubtextChars)
        {
            for (int i = _trModel.preText.Length - _trModel.maxSubtextChars; i < _trModel.preText.Length; i++)
            {
                if (counter < 3)
                {
                    _totalSubtext.text += ".";
                    ++counter;
                }
                else
                {
                    _totalSubtext.text += _trModel.preText[i];
                }
            }
        }
        else
        {
            _totalSubtext.text = _trModel.preText;
        }
    }
    void Start()
    {
        // get renderer
        renderer = gameObject.GetComponent <Renderer>();

        // store the original color
        originalColor = renderer.material.color;

        // get the HSV and reduce saturation
        Color.RGBToHSV(originalColor, out float h, out float s, out float v);
        s *= (1f - percentageOfUnsaturation);

        // convert back to RGB and store it
        unsaturatedColor = Color.HSVToRGB(h, s, v);

        // text properties
        text = GetComponentInChildren <TMPro.TextMeshPro>();
        if (text)
        {
            textOriginalColor    = text.color;
            textUnsaturatedColor = Color.grey;
        }

        // change the state of the object to unsaturated color
        ChangeColorToUnsaturated();
    }
示例#23
0
    public static IEnumerator LerpColorRoutine(TMPro.TextMeshPro textMesh, Color targetColor, float duration, bool ignoreTimeScale, AnimationCurve animationCurve = null)
    {
        Color startingColor = textMesh.color;
        float progress      = 0f;
        int   steps         = Mathf.RoundToInt(duration / Time.fixedDeltaTime);

        if (ignoreTimeScale)
        {
            float increment = duration / (float)steps;
            for (int i = 0; i < steps; i++)
            {
                progress = Remap(i, 0, steps - 1, 0f, 1f);
                if (animationCurve != null)
                {
                    progress = animationCurve.Evaluate(progress);
                }
                textMesh.color = Color.Lerp(startingColor, targetColor, progress);
                yield return(new WaitForSecondsRealtime(increment));
            }
        }
        else
        {
            for (int i = 0; i < steps; i++)
            {
                progress = Remap(i, 0, steps - 1, 0f, 1f);
                if (animationCurve != null)
                {
                    progress = animationCurve.Evaluate(progress);
                }
                textMesh.color = Color.Lerp(startingColor, targetColor, progress);
                yield return(new WaitForFixedUpdate());
            }
        }
    }
示例#24
0
    public void AssignMirrors(int goalMirror, List <MirrorPositionInfo> mirrors, GameObject circle, GameObject square, GameObject diamond, List <MirrorProperties> props, GameObject player)
    {
        for (int i = 0; i < mirrors.Count; i++)
        {
            string color  = props[i].color;
            string shape  = props[i].shape;
            string number = props[i].number;

            GameObject newMirror = CreateMirror(circleMirror, square, diamond, shape);
            PrepareNewMirror(newMirror, mirrors[i]);
            ChangeColor(newMirror, color);

            GameObject        textComp = newMirror.transform.GetChild(4).gameObject;
            TMPro.TextMeshPro textMesh = textComp.GetComponent <TMPro.TextMeshPro>();
            textMesh.text = number;

            GameObject collideArea    = newMirror.transform.GetChild(5).gameObject;
            Interact   interactObject = collideArea.GetComponent <Interact>();
            interactObject.player = player;
            interactObject.goal   = false;
            if (i == goalMirror)
            {
                interactObject.goal = true;
            }
        }
    }
示例#25
0
文件: Director.cs 项目: djeedai/ld45
    void Start()
    {
        var playerGameObject = GameObject.FindGameObjectWithTag("Player");

        Player           = playerGameObject.GetComponent <Player>();
        PlayerController = playerGameObject.GetComponent <PlayerController>();
        _text            = GetComponentInChildren <TMPro.TextMeshPro>(includeInactive: true);
        _frame           = gameObject.transform.Find("Frame").gameObject;
        _frame.SetActive(true); // For Find() below
        _button = GameObject.Find("SkipButton");
        _frame.SetActive(false);
        _menu = gameObject.transform.Find("Menu").gameObject;

        _text.enabled = false;
        //_frame.SetActive(false);
        _button.SetActive(false);
        _menu.SetActive(false);

        // Get base scene (always loaded)
        _baseScene = SceneManager.GetSceneByName("BaseScene");

        // Ensure start level scene is loaded and active
        {
            var co = LoadStartLevel();
            StartCoroutine(co);
        }
    }
示例#26
0
文件: TextLookat.cs 项目: kunana/AOS
    private void OnEnable()
    {
        TextObj   = transform.GetChild(1).transform;
        ChampName = TextObj.GetComponent <TextMeshPro>();
        var playerObject = GameObject.FindGameObjectWithTag("Player");

        if (playerObject == null)
        {
            return;
        }
        LocalPos = playerObject.transform.position;

        PhotonNetwork.OnEventCall += FindSender;

        if (MyEventGroup.Equals(0)) // 이벤트 코드 초기화
        {
            if (PhotonNetwork.player.IsLocal)
            {
                if (PhotonNetwork.player.GetTeam().ToString().Equals("red"))
                {
                    MyEventGroup = 30;
                }
                else
                {
                    MyEventGroup = 40;
                }
            }
        }
    }
示例#27
0
 public void SetPrivates(Character character, System.Func <bool> sceneUpdateAction, System.Func <bool, object> afterManageAction, InventoryItem loot)
 {
     _character         = character;
     _sceneUpdateAction = sceneUpdateAction;
     _afterManageAction = afterManageAction;
     _loot               = loot;
     _selectedItem       = 0;
     _selectedSprite     = transform.Find("SelectedSprite").gameObject;
     _resetTabPosition   = new Vector3(-10.0f, -10.0f, 0.0f);
     _currentTabPosition = transform.position;
     _tabs               = new List <GameObject>();
     _instantiator       = GameObject.Find(Constants.GoSceneBhvName).GetComponent <SceneBhv>().Instantiator;
     for (int i = 0; i < 3; ++i)
     {
         _tabs.Add(transform.Find("Tab" + ((InventoryItemType)i).ToString()).gameObject);
     }
     _buttons = new List <GameObject>();
     _buttons.Add(transform.Find("ButtonPositive").GetComponent <ButtonBhv>().gameObject);
     _buttons.Add(transform.Find("ButtonNegative").GetComponent <ButtonBhv>().gameObject);
     _buttonsText = new List <TMPro.TextMeshPro>();
     _buttonsText.Add(_buttons[0].transform.GetChild(0).GetComponent <TMPro.TextMeshPro>());
     _buttonsText.Add(_buttons[1].transform.GetChild(0).GetComponent <TMPro.TextMeshPro>());
     _weightText      = transform.Find("Weight").GetComponent <TMPro.TextMeshPro>();
     _buttonsPosition = new List <Vector3>();
     _buttonsPosition.Add(_buttons[0].transform.position);
     _buttonsPosition.Add(_buttons[1].transform.position);
     SetButtons();
 }
示例#28
0
    public override IEnumerator applyToText(TMPro.TextMeshPro text, int startIndex, int length, string param)
    {
        int i;

        /*
         * Old cuttoff for character name was determined by grabbing the character's name from the beginning of the text.
         * This for some reason doesn't work for Oculus Quest due to [BUG 0005]
         * for(i = 0; i < text.text.Length; i++)
         * {
         *  if(text.text[i] == ':')
         *  {
         *      break;
         *  }
         * }
         */

        // New cutoff requires that the sound files are named starting with the character's name and then either a - or a _
        for (i = 0; i < param.Length; i++)
        {
            if (param[i] == '-' || param[i] == '_')
            {
                break;
            }
        }
        string char_name = param.Substring(0, i);

        Debug.Log(char_name);
        GameObject.Find("GameManager").GetComponent <GameManager>().PlaySoundOnChar(char_name, param);
        yield return(new WaitForSeconds(0.0f));
    }
示例#29
0
 // Use this for initialization
 public override void Start()
 {
     menuMute            = GetComponentInChildren <avatarMenuMute>();
     menuMute.AvatarMenu = this;
     avatarName          = transform.FindDeepChild("slam_av_name").GetComponent <TextMeshPro>();
     mutelabel           = transform.FindDeepChild("slam_av_mute_lbl").gameObject;
     mutebutton          = transform.FindDeepChild("slam_av_mute").gameObject;
 }
示例#30
0
    void Update()
    {
        movesMadeText = GameObject.Find("MoveNumber").GetComponent<TMPro.TextMeshPro>();
        movesMadeText.text = movesMade.ToString();

        movesLeftText = GameObject.Find("MoveLeftNumber").GetComponent<TMPro.TextMeshPro>();
        movesLeftText.text = movesLeft.ToString();
    }
示例#31
0
 private static void relocateTextMesh(TMPro.TextMeshPro obj, uint con, CardLocation loc, Vector3 poi)
 {
     obj.transform.position = UIHelper.getCamGoodPosition(Program.I().ocgcore.get_point_worldposition(new GPS
     {
         controller = con,
         location   = (UInt32)loc
     }) + poi, -2);
 }
示例#32
0
 // Start is called before the first frame update
 void Start()
 {
     cursorOn      = false;
     ableToChoose  = false;
     textMesh      = GetComponentInChildren <TMPro.TextMeshPro>();
     gameManager   = GameObject.FindObjectOfType <GameManager>();
     textMesh.text = code;
     chosen        = false;
 }
        public void ScheduleObjectForUpdate(TextMeshPro obj)
        {
            //Debug.Log("Text Object ID:" + obj.GetInstanceID() + " has been scheduled for update. Object visibility is:" + obj.renderer.isVisible);

            if (m_objectList == null)
                m_objectList = new List<TextMeshPro>();

                m_objectList.Add(obj);
        }
示例#34
0
    public void SetText(string text)
    {
        if (_text == null)
        {
            _text = GetComponentInChildren <TMPro.TextMeshPro>();
        }

        _text.text = text;
    }
        /// <inheritdoc />
        public override void Init(GameObject host, ThemeDefinition settings)
        {
            mesh        = host.GetComponent <TextMesh>();
            text        = host.GetComponent <Text>();
            meshPro     = host.GetComponent <TextMeshPro>();
            meshProUGUI = host.GetComponent <TextMeshProUGUI>();

            base.Init(host, settings);
        }
示例#36
0
 void Awake()
 {
     // Make sure I have the thigs I need to get the data to deform text
     if (m_TextComponent == null)
         m_TextComponent = gameObject.GetComponent<TextMeshPro>();
     if (vertexCurve == null)
         vertexCurve = gameObject.GetComponent<BezierSpline>();
     UpdateTextPosition();
 }
示例#37
0
        void Awake()
        {
            Debug.Log("Advanced Layout Component was added.");

            m_renderer = renderer;
            //m_meshFilter = GetComponent<MeshFilter>();
            //m_mesh = m_meshFilter.sharedMesh;
            m_sharedMaterial = m_renderer.sharedMaterial;

            // Get Reference to the TextMeshPro Component     
            m_textMeshProComponent = GetComponent<TextMeshPro>();
            m_textMeshProComponent.isAdvancedLayoutComponentPresent = true;
        }
        void OnEnable()
        {
            if (m_TextMeshPro == null) m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
            if (m_TextMeshProUI == null) m_TextMeshProUI = gameObject.GetComponent<TextMeshProUGUI>();
                      
            m_uiVertex = new UIVertex[4];
            
#if UNITY_EDITOR
            TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Add(ON_SPRITE_ASSET_PROPERTY_CHANGED);
#endif

            LoadSpriteAsset(m_spriteAsset);
        }
示例#39
0
        void OnEnable()
        {
            if (m_TextMeshPro == null) m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
            if (m_TextMeshProUI == null) m_TextMeshProUI = gameObject.GetComponent<TextMeshProUGUI>();
                      
            m_uiVertex = new UIVertex[4];
            
#if UNITY_EDITOR
            TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT += ON_SPRITE_ASSET_PROPERTY_CHANGED;
#endif

            LoadSpriteAsset(m_spriteAsset);

            //m_inlineGraphic.material.renderQueue = 3000;
                
        }
示例#40
0
        void Start()
        {
            damageSplatGo = transform.FindChild("Text").gameObject;
            damageSplatText = damageSplatGo.GetComponent<TextMeshPro>();
            damageSplatBonusGo = transform.FindChild("Bonus").gameObject;
            damageSplatBonusText = damageSplatBonusGo.GetComponent<TextMeshPro>();

            //damage vs heal
            if (change <= 0)
            {
                damageSplatText.color = damageColor;
                damageSplatBonusText.color = damageColor;
                damageSplatText.colorGradient = new VertexGradient(Color.white, Color.white, damageColorBot, damageColorBot);
                damageSplatBonusText.colorGradient = new VertexGradient(Color.white, Color.white, damageColorBot, damageColorBot);
            }
            else
            {
                damageSplatText.color = healColor;
                damageSplatBonusText.color = healColor;
                damageSplatText.colorGradient = new VertexGradient(Color.white, Color.white, healColorBot, healColorBot);
                damageSplatBonusText.colorGradient = new VertexGradient(Color.white, Color.white, healColorBot, healColorBot);
            }

            damageSplatText.text = string.Format("{0:+#;-#;0}", change);

            if (bonus.HasValue && bonus != 0)
            {
                damageSplatBonusText.text = Math.Abs(bonus.Value).ToString(); //+ " " + bonusText;
            }
            else
            {
                damageSplatBonusText.text = "";
            }

            if (animate)
            {
                iTweenExtensions.PunchScale(gameObject, punchSize, 0.3f, 0);
                //iTweenExtensions.ScaleTo(gameObject, Vector3.zero, 1.0f, 0.5f);
                iTweenExtensions.ColorTo(damageSplatGo, transparent, 1f, 0.0f);
                iTweenExtensions.ColorTo(damageSplatBonusGo, transparent, 1.5f, 0.0f);
                iTweenExtensions.MoveToLocal(gameObject, Vector3.up, 3.5f, 0.0f);
            }
        }
    void Start()
    {
        // Add new TextMesh Pro Component
        m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
        //m_textContainer = GetComponent<TextContainer>();

        // Load the Font Asset to be used.
        m_FontAsset = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont;
        m_textMeshPro.font = m_FontAsset;

        // Assign Material to TextMesh Pro Component
        //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Bevel", typeof(Material)) as Material;
        //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
        // Set various font settings.
        m_textMeshPro.fontSize = 48;

        //m_textMeshPro.anchor = AnchorPositions.Center;
        m_textMeshPro.alignment = TextAlignmentOptions.Center;
        m_textMeshPro.anchorDampening = true;
        //m_textMeshPro.enableAutoSizing = true;
        //textMeshPro.lineJustification = LineJustificationTypes.Center;
        //textMeshPro.characterSpacing = 0.2f;
        //m_textMeshPro.enableCulling = true;
        //textMeshPro.enableWordWrapping = true;
        //textMeshPro.lineLength = 60;

        //textMeshPro.fontColor = new Color32(255, 255, 255, 255);

        /*
        for (int i = 0; i <= 1000000; i++)
        {

            m_textMeshPro.SetText(label, i % 1000);

            // Example to test the .char function.
            //m_chars = (i % 100).ToString().ToCharArray();
            //textMeshPro.chars = m_chars;

            yield return new WaitForSeconds(0.1f);
        }
        */
    }
        protected override void Awake()
        {
            //Debug.Log("TextContainer Awake() called.");

            m_rectTransform = this.rectTransform;
            if (m_rectTransform == null)
            {
                Vector2 oldPivot = m_pivot;
                m_rectTransform = gameObject.AddComponent<RectTransform>();
                m_pivot = oldPivot;
            }

            m_textMeshPro = GetComponent(typeof(TextMeshPro)) as TextMeshPro;

            if (m_rect.width == 0 || m_rect.height == 0)
            {
                // Handling of Legacy lineLength property
                if (m_textMeshPro != null && m_textMeshPro.anchor != TMP_Compatibility.AnchorPositions.None)
                {
                    Debug.LogWarning("Converting from using anchor and lineLength properties to Text Container.", this);
                    m_isDefaultHeight = true;

                    int anchor = (int)m_textMeshPro.anchor;

                    // Special Handling if Baseline Anchor was used on the old object.
                    if (anchor == 9)
                    {
                        switch (m_textMeshPro.alignment)
                        {
                            case TextAlignmentOptions.TopLeft: // Left
                                m_textMeshPro.alignment = TextAlignmentOptions.BaselineLeft;
                                break;
                            case TextAlignmentOptions.Top: // Center
                                m_textMeshPro.alignment = TextAlignmentOptions.Baseline;
                                break;
                            case TextAlignmentOptions.TopRight: // Right
                                m_textMeshPro.alignment = TextAlignmentOptions.BaselineRight;
                                break;
                            case TextAlignmentOptions.TopJustified: // Left
                                m_textMeshPro.alignment = TextAlignmentOptions.BaselineJustified;
                                break;
                        }

                        anchor = 3; // left
                    }

                    m_anchorPosition = (TextContainerAnchors)anchor;
                    m_pivot = GetPivot(m_anchorPosition);

                    if (m_textMeshPro.lineLength == 72)
                    {
                        m_rect.size = m_textMeshPro.GetPreferredValues(m_textMeshPro.text);
                    }
                    else
                    {
                        m_rect.width = m_textMeshPro.lineLength;
                        m_rect.height = m_textMeshPro.GetPreferredValues(m_rect.width, Mathf.Infinity).y;
                    }
                }
                else // if (m_rectTransform.sizeDelta == new Vector2(100, 100))
                {
                    m_isDefaultWidth = true;
                    m_isDefaultHeight = true;
                    m_pivot = GetPivot(m_anchorPosition);
                    m_rect.width = 20;
                    m_rect.height = 5;
                    m_rectTransform.sizeDelta = this.size;
                }

                m_margins = new Vector4(0, 0, 0, 0);
                UpdateCorners();
            }           
        }
示例#43
0
        /// <summary>
        /// Function returning the index of the word at the given position (if any).
        /// </summary>
        /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
        /// <param name="position"></param>
        /// <param name="camera"></param>
        /// <returns></returns>
        public static int FindNearestLink(TextMeshPro text, Vector3 position, Camera camera)
        {
            Transform textTransform = text.transform;

            // Convert position into Worldspace coordinates
            ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);

            float distanceSqr = Mathf.Infinity;
            int closest = 0;

            for (int i = 0; i < text.textInfo.linkCount; i++)
            {
                TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];

                bool isBeginRegion = false;

                Vector3 bl = Vector3.zero;
                Vector3 tl = Vector3.zero;
                Vector3 br = Vector3.zero;
                Vector3 tr = Vector3.zero;

                // Iterate through each character of the word
                for (int j = 0; j < linkInfo.linkTextLength; j++)
                {
                    int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
                    TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
                    int currentLine = currentCharInfo.lineNumber;

                    if (isBeginRegion == false)
                    {
                        isBeginRegion = true;

                        bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
                        tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));

                        //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");

                        // If Word is one character
                        if (linkInfo.linkTextLength == 1)
                        {
                            isBeginRegion = false;

                            br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
                            tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));

                            // Check for Intersection
                            if (PointIntersectRectangle(position, bl, tl, tr, br))
                                return i;

                            //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                        }
                    }

                    // Last Character of Word
                    if (isBeginRegion && j == linkInfo.linkTextLength - 1)
                    {
                        isBeginRegion = false;

                        br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
                        tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));

                        // Check for Intersection
                        if (PointIntersectRectangle(position, bl, tl, tr, br))
                            return i;

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                    // If Word is split on more than one line.
                    else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
                    {
                        isBeginRegion = false;

                        br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
                        tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));

                        // Check for Intersection
                        if (PointIntersectRectangle(position, bl, tl, tr, br))
                            return i;

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                }

                // Find the closest line segment to position.
                float dbl = DistanceToLine(bl, tl, position);
                float dtl = DistanceToLine(tl, tr, position);
                float dtr = DistanceToLine(tr, br, position);
                float dbr = DistanceToLine(br, bl, position);

                float d = dbl < dtl ? dbl : dtl;
                d = d < dtr ? d : dtr;
                d = d < dbr ? d : dbr;

                if (distanceSqr > d)
                {
                    distanceSqr = d;
                    closest = i;
                }
                //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");

            }
            return closest;
        }
 public static void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
 {
     TEXTMESHPRO_PROPERTY_EVENT.Call(isChanged, obj);
 }
        public void AddInlineGraphicsChild()
        {
            if (m_inlineGraphic != null)
            {
                //Debug.LogWarning("A child Inline Graphics object already exists.");
                return;
            }

            GameObject inlineGraphicObj = new GameObject("Inline Graphic");

            m_inlineGraphic = inlineGraphicObj.AddComponent<InlineGraphic>();

            m_inlineGraphicRectTransform = inlineGraphicObj.GetComponent<RectTransform>();
            m_inlineGraphicCanvasRenderer = inlineGraphicObj.GetComponent<CanvasRenderer>();

            m_inlineGraphicRectTransform.SetParent(transform, false);
            m_inlineGraphicRectTransform.localPosition = Vector3.zero;
            m_inlineGraphicRectTransform.anchoredPosition3D = Vector3.zero;
            m_inlineGraphicRectTransform.sizeDelta = Vector2.zero;
            m_inlineGraphicRectTransform.anchorMin = Vector2.zero;
            m_inlineGraphicRectTransform.anchorMax = Vector2.one;

            m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
            m_TextMeshProUI = gameObject.GetComponent<TextMeshProUGUI>();
        }
示例#46
0
        // Event received when custom material editor properties are changed.
        void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
        {
            //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");

            // Filter events and return if the affected material is not this object's material.
            if (mat.GetInstanceID() != m_sharedMaterial.GetInstanceID()) return;

            if (m_TextComponent == null) m_TextComponent = GetComponentInParent<TextMeshPro>();

            m_padding = GetPaddingForMaterial();

            m_TextComponent.havePropertiesChanged = true;
            m_TextComponent.SetVerticesDirty();
        }
示例#47
0
        // Event received when UNDO / REDO Event alters the properties of the object.
        void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
        {
            if (obj == this)
            {
                //Debug.Log("Undo / Redo Event Received by Object ID:" + GetInstanceID());
                m_havePropertiesChanged = true;
                m_isInputParsingRequired = true;

                m_padding = GetPaddingForMaterial();
                SetVerticesDirty();
            }
        }
        void Awake()
        {
            // Make sure this component is attached to an object which contains a TextMeshPro or TextMeshPro UI Component.
            if (gameObject.GetComponent<TextMeshPro>() == null && gameObject.GetComponent<TextMeshProUGUI>() == null)
                Debug.LogWarning("The InlineGraphics Component must be attached to a TextMesh Pro Object");

            // Add a Child GameObject to the TextMeshPro Object if one is not already present.
            if (m_inlineGraphic == null)
            {
                GameObject inlineGraphicObj = new GameObject("Inline Graphic");

                m_inlineGraphic = inlineGraphicObj.AddComponent<InlineGraphic>();

                m_inlineGraphicRectTransform = inlineGraphicObj.GetComponent<RectTransform>();
                m_inlineGraphicCanvasRenderer = inlineGraphicObj.GetComponent<CanvasRenderer>();

                m_inlineGraphicRectTransform.SetParent(transform, false);
                m_inlineGraphicRectTransform.localPosition = Vector3.zero;
                m_inlineGraphicRectTransform.anchoredPosition3D = Vector3.zero;
                m_inlineGraphicRectTransform.sizeDelta = Vector2.zero;
                m_inlineGraphicRectTransform.anchorMin = Vector2.zero;
                m_inlineGraphicRectTransform.anchorMax = Vector2.one;

                m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
                m_TextMeshProUI = gameObject.GetComponent<TextMeshProUGUI>();
            }
        }
示例#49
0
 // Event received when UNDO / REDO Event alters the properties of the object.
 void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
 {
     if (obj == this)
     {
         //Debug.Log("Undo / Redo Event Received by Object ID:" + GetInstanceID());
         m_havePropertiesChanged = true;
         isInputParsingRequired = true;
         /* ScheduleUpdate(); */
     }
 }
示例#50
0
        /// <summary>
        /// Function to find the nearest character to position.
        /// </summary>
        /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
        /// <param name="position">Position to check for intersection.</param>
        /// <param name="camera"></param>
        /// <param name="visibleOnly">Only check for visible characters.</param>
        /// <returns></returns>
        public static int FindNearestCharacter(TextMeshPro text, Vector3 position, Camera camera, bool visibleOnly)
        {
            Transform textTransform = text.transform;
            
            float distanceSqr = Mathf.Infinity;
            int closest = 0;

            // Convert position into Worldspace coordinates
            ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);

            for (int i = 0; i < text.textInfo.characterCount; i++)
            {
                // Get current character info.
                TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
                if (visibleOnly && !cInfo.isVisible)
                    continue;

                // Get Bottom Left and Top Right position of the current character
                Vector3 bl = textTransform.TransformPoint(cInfo.bottomLeft);
                Vector3 tl = textTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
                Vector3 tr = textTransform.TransformPoint(cInfo.topRight);
                Vector3 br = textTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));

                if (PointIntersectRectangle(position, bl, tl, tr, br))
                    return i;

                // Find the closest corner to position.
                float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
                float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
                float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
                float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;

                float d = dbl < dtl ? dbl : dtl;
                d = d < dtr ? d : dtr;
                d = d < dbr ? d : dbr;

                if (distanceSqr > d)
                {
                    distanceSqr = d;
                    closest = i;
                }
            }

            //Debug.Log("Returning nearest character at index: " + closest);

            return closest;
        }
示例#51
0
        /// <summary>
        /// 
        /// </summary>
        protected override void OnEnable()
        {
            //Debug.Log("Text Container OnEnable() called.");

            if (m_transform == null)
                m_transform = this.transform;

            if (m_textMeshPro == null) m_textMeshPro = GetComponent<TextMeshPro>();

            OnContainerChanged();
        }
示例#52
0
    IEnumerator Start () 
    {       
        
        
        
        if (BenchmarkType == 0) // TextMesh Pro Component
        {
            m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
            m_textMeshPro.anchorDampening = true;

            if (TMProFont != null)
                m_textMeshPro.font = TMProFont;
            
            //m_textMeshPro.font = Resources.Load("Fonts/IMPACT SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the IMPACT SDF exists before calling this...           
            //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts/IMPACT SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
            
            m_textMeshPro.fontSize = 48;
            m_textMeshPro.anchor = AnchorPositions.Center;
            m_textMeshPro.extraPadding = true;
            //m_textMeshPro.outlineWidth = 0.25f;
            //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
            //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
            //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
            //m_textMeshPro.enableWordWrapping = true;    
            //m_textMeshPro.lineLength = 60;          
            //m_textMeshPro.characterSpacing = 0.2f;
            //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);

            m_material01 = m_textMeshPro.font.material;
            m_material02 = Resources.Load("Fonts/ARIAL SDF BEVEL", typeof(Material)) as Material; // Make sure the IMPACT SDF exists before calling this...  


        }
        else if (BenchmarkType == 1) // TextMesh
        {
            m_textMesh = gameObject.AddComponent<TextMesh>();

            if (TextMeshFont != null)
            {
                m_textMesh.font = TextMeshFont;
                m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
            }
            else
            {
                m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;               
                m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
            }
           
            m_textMesh.fontSize = 48;
            m_textMesh.anchor = TextAnchor.MiddleCenter;
          
            //m_textMesh.color = new Color32(255, 255, 0, 255);    
        }

      
            
        for (int i = 0; i <= 1000000; i++)
        {
            if (BenchmarkType == 0)
            {               
                m_textMeshPro.SetText(label01, i % 1000);
                if (i % 1000 == 999)
                    m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;

            

            }
            else if (BenchmarkType == 1)
                m_textMesh.text = label02 + (i % 1000).ToString();

            yield return null;
        }
        

        yield return null;
	}
 public static void ON_TEXTMESHPRO_PROPERTY_CHANGED(bool isChanged, TextMeshPro obj)
 {
     if (TEXTMESHPRO_PROPERTY_EVENT != null)
         TEXTMESHPRO_PROPERTY_EVENT(isChanged, obj);
 }
示例#54
0
        protected override void Start()
        {
            model = piece.gameObject.transform.FindChild("Model").gameObject;
            faceCameraContainer = piece.gameObject.transform.FindChild("FaceCameraContainer").gameObject;

            hpBarContainer = faceCameraContainer.transform.FindChild("HpBarContainer").gameObject;
            hpBar = hpBarContainer.transform.FindChild("hpbar").gameObject;
            hpBarfill = hpBarContainer.transform.FindChild("HpBarFill").gameObject;
            hpBarFillRenderer = hpBarfill.GetComponent<MeshRenderer>();
            hpBarSvgRenderer = hpBar.GetComponent<SVGRenderer>();
            hpBarSvgEnemy = loader.Load<SVGAsset>("UI/hpbar enemy");
            hpBarSvg = loader.Load<SVGAsset>("UI/hpbar");

            textContainer = hpBarContainer.transform.FindChild("TextContainer").gameObject;
            attackGO = textContainer.transform.FindChild("Attack").gameObject;
            healthGO = textContainer.transform.FindChild("Health").gameObject;
            armorGO = textContainer.transform.FindChild("Armor").gameObject;
            attackText = attackGO.GetComponent<TextMeshPro>();
            healthText = healthGO.GetComponent<TextMeshPro>();
            armorText = armorGO.GetComponent<TextMeshPro>();
            shield = faceCameraContainer.transform.FindChild("Shield").gameObject;
            cloak = faceCameraContainer.transform.FindChild("Cloak").gameObject;
            paralyze = faceCameraContainer.transform.FindChild("Paralyze").gameObject;
            root = faceCameraContainer.transform.FindChild("Root").gameObject;
            armorBG = faceCameraContainer.transform.FindChild("Armor").gameObject;

            eventIconContainer = faceCameraContainer.transform.FindChild("EventIconContainer").gameObject;
            circleBg = eventIconContainer.transform.FindChild("CircleBg").gameObject;
            eventIcon = eventIconContainer.transform.FindChild("Event").gameObject;
            deathIcon = eventIconContainer.transform.FindChild("Death").gameObject;
            rangeIcon = eventIconContainer.transform.FindChild("Range").gameObject;

            meshRenderer = model.GetComponentInChildren<MeshRenderer>();
            highlight = model.GetComponentInChildren<Highlighter>();

            attackText.text = piece.attack.ToString();
            healthText.text = piece.health.ToString();

            circleBg.SetActive(false);
            deathIcon.SetActive(false);
            eventIcon.SetActive(false);
            rangeIcon.SetActive(false);

            //rotate to model direction
            model.gameObject.transform.rotation = Quaternion.Euler(DirectionAngle.angle[piece.direction]);

            //find top of the mesh and adjust the hpbar to be just above it
            Vector3[] verts = model.GetComponentInChildren<MeshFilter>().sharedMesh.vertices;
            Vector3 topVertex = new Vector3(0, float.NegativeInfinity, 0);
            for (int i = 0; i < verts.Length; i++)
            {
                //Vector3 vert = transform.TransformPoint(verts[i]);
                Vector3 vert = verts[i];
                if (vert.y > topVertex.y)
                {
                    topVertex = vert;
                }
            }
            hpBarContainer.transform.localPosition = hpBarContainer.transform.localPosition.SetY(
                topVertex.y * 1.5f + 0.9f
            );

            UpdateHpBar();
        }
示例#55
0
        /// <summary>
        /// Function returning the index of the word at the given position (if any).
        /// </summary>
        /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
        /// <param name="position"></param>
        /// <param name="camera"></param>
        /// <returns></returns>
        public static int FindIntersectingWord(TextMeshPro text, Vector3 position, Camera camera)
        {
            Transform textTransform = text.transform;

            // Convert position into Worldspace coordinates
            ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);

            for (int i = 0; i < text.textInfo.wordCount; i++)
            {
                TMP_WordInfo wInfo = text.textInfo.wordInfo[i];

                bool isBeginRegion = false;

                Vector3 bl = Vector3.zero;
                Vector3 tl = Vector3.zero;
                Vector3 br = Vector3.zero;
                Vector3 tr = Vector3.zero;

                float maxAscender = -Mathf.Infinity;
                float minDescender = Mathf.Infinity;

                // Iterate through each character of the word
                for (int j = 0; j < wInfo.characterCount; j++)
                {
                    int characterIndex = wInfo.firstCharacterIndex + j;
                    TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
                    int currentLine = currentCharInfo.lineNumber;

                    bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
                                              currentCharInfo.lineNumber > text.maxVisibleLines ||
                                             (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;

                    // Track maximum Ascender and minimum Descender for each word.
                    maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
                    minDescender = Mathf.Min(minDescender, currentCharInfo.descender);

                    if (isBeginRegion == false && isCharacterVisible)
                    {
                        isBeginRegion = true;

                        bl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
                        tl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);

                        //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");

                        // If Word is one character
                        if (wInfo.characterCount == 1)
                        {
                            isBeginRegion = false;

                            br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
                            tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);

                            // Transform coordinates to be relative to transform and account min descender and max ascender.
                            bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
                            tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
                            tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
                            br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));

                            // Check for Intersection
                            if (PointIntersectRectangle(position, bl, tl, tr, br))
                                return i;

                            //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                        }
                    }

                    // Last Character of Word
                    if (isBeginRegion && j == wInfo.characterCount - 1)
                    {
                        isBeginRegion = false;

                        br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
                        tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);

                        // Transform coordinates to be relative to transform and account min descender and max ascender.
                        bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
                        tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
                        tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
                        br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));

                        // Check for Intersection
                        if (PointIntersectRectangle(position, bl, tl, tr, br))
                            return i;

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                    // If Word is split on more than one line.
                    else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
                    {
                        isBeginRegion = false;

                        br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
                        tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);

                        // Transform coordinates to be relative to transform and account min descender and max ascender.
                        bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
                        tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
                        tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
                        br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));

                        // Reset maxAscender and minDescender for next word segment.
                        maxAscender = -Mathf.Infinity;
                        minDescender = Mathf.Infinity;

                        // Check for Intersection
                        if (PointIntersectRectangle(position, bl, tl, tr, br))
                            return i;

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                }
            }

            return -1;
        }
示例#56
0
        void Awake()
        {
            m_transform = GetComponent(typeof(Transform)) as Transform; 
            m_textMeshPro = GetComponent(typeof(TextMeshPro)) as TextMeshPro;
            //Debug.Log("TextContainer Awake() called.");
           
            if (m_rect.width == 0 || m_rect.height == 0)
            {
                // Handling of Legacy lineLength property
                if (m_textMeshPro != null && m_textMeshPro.lineLength != 72)
                {
                    Debug.LogWarning("Converting from using anchor and lineLength properties to Text Container.", this);
                    m_isDefaultHeight = true;
                    int anchor = (int)m_textMeshPro.anchor;
                    m_anchorPosition = (TextContainerAnchors)anchor;
                    m_pivot = GetPivot(m_anchorPosition);
                    m_rect.width = m_textMeshPro.lineLength;
                }
                else
                {
                    m_isDefaultWidth = true;
                    m_isDefaultHeight = true;
                    m_pivot = GetPivot(m_anchorPosition);
                    m_rect.width = 0;
                    m_rect.height = 0;
                }

                m_margins = new Vector4(0, 0, 0, 0);
                UpdateCorners();
            }           
        }
    void Start()
    {
        if (SpawnType == 0)
        {
            //Debug.Log("Spawning TextMesh Pro Objects.");
            // TextMesh Pro Implementation
            m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
            m_textContainer = m_floatingText.GetComponent<TextContainer>();

            m_textContainer.isAutoFitting = false;
            //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
            //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF 1", typeof(Material)) as Material;
            //m_textContainer.anchorPosition = TextContainerAnchors.Bottom;
            m_textMeshPro.alignment = TextAlignmentOptions.Center;
            m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
            m_textMeshPro.fontSize = 24;
            //m_textMeshPro.enableExtraPadding = true;
            //m_textMeshPro.enableShadows = false;
            m_textMeshPro.text = string.Empty;

            StartCoroutine(DisplayTextMeshProFloatingText());
        }
        else
        {
            //Debug.Log("Spawning TextMesh Objects.");

            m_textMesh = m_floatingText.AddComponent<TextMesh>();
            m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
            m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
            m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
            m_textMesh.anchor = TextAnchor.LowerCenter;
            m_textMesh.fontSize = 24;

            StartCoroutine(DisplayTextMeshFloatingText());
        }
    }
示例#58
0
        public static TMP_SubMesh AddSubTextObject(TextMeshPro textComponent, MaterialReference materialReference)
        {
            GameObject go = new GameObject("TMP SubMesh [" + materialReference.material.name + "]");
            TMP_SubMesh subMesh = go.AddComponent<TMP_SubMesh>();

            go.transform.SetParent(textComponent.transform, false);
            go.transform.localPosition = Vector3.zero;
            go.transform.localRotation = Quaternion.identity;
            go.transform.localScale = Vector3.one;
            go.layer = textComponent.gameObject.layer;

            subMesh.m_meshFilter = go.GetComponent<MeshFilter>();

            subMesh.m_TextComponent = textComponent;
            subMesh.m_fontAsset = materialReference.fontAsset;
            subMesh.m_spriteAsset = materialReference.spriteAsset;
            subMesh.m_isDefaultMaterial = materialReference.isDefaultMaterial;
            subMesh.SetSharedMaterial(materialReference.material);

            subMesh.renderer.sortingLayerID = textComponent.renderer.sortingLayerID;
            subMesh.renderer.sortingOrder = textComponent.renderer.sortingOrder;

            return subMesh;
        }
示例#59
0
        protected override void Awake()
        {
            //Debug.Log("TextContainer Awake() called.");

            m_rectTransform = this.rectTransform;
            if (m_rectTransform == null)
            {
                //m_isAddingRectTransform = true;
                m_rectTransform = gameObject.AddComponent<RectTransform>();
                //m_isAddingRectTransform = false;
            }


            m_textMeshPro = GetComponent(typeof(TextMeshPro)) as TextMeshPro;
            
           
            if (m_rect.width == 0 || m_rect.height == 0)
            {
                // Handling of Legacy lineLength property
                if (m_textMeshPro != null && m_textMeshPro.lineLength != 72)
                {
                    Debug.LogWarning("Converting from using anchor and lineLength properties to Text Container.", this);
                    m_isDefaultHeight = true;
                    int anchor = (int)m_textMeshPro.anchor;
                    m_anchorPosition = (TextContainerAnchors)anchor;
                    m_pivot = GetPivot(m_anchorPosition);
                    m_rect.width = m_textMeshPro.lineLength;
                }
                else // if (m_rectTransform.sizeDelta == new Vector2(100, 100))
                {
                    m_isDefaultWidth = true;
                    m_isDefaultHeight = true;
                    m_pivot = GetPivot(m_anchorPosition);
                    m_rect.width = 20;
                    m_rect.height = 5;
                    m_rectTransform.sizeDelta = this.size;
                }

                m_margins = new Vector4(0, 0, 0, 0);
                UpdateCorners();
            }           
        }
示例#60
0
        /// <summary>
        /// Function returning the index of the Link at the given position (if any).
        /// </summary>
        /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
        /// <param name="position"></param>
        /// <param name="camera"></param>
        /// <returns></returns>
        public static int FindIntersectingLink(TextMeshPro text, Vector3 position, Camera camera)
        {
            Transform textTransform = text.transform;

            // Convert position into Worldspace coordinates
            ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);

            for (int i = 0; i < text.textInfo.linkCount; i++)
            {
                TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];

                bool isBeginRegion = false;

                Vector3 bl = Vector3.zero;
                Vector3 tl = Vector3.zero;
                Vector3 br = Vector3.zero;
                Vector3 tr = Vector3.zero;

                // Iterate through each character of the word
                for (int j = 0; j < linkInfo.characterCount; j++)
                {
                    int characterIndex = linkInfo.firstCharacterIndex + j;
                    TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
                    int currentLine = currentCharInfo.lineNumber;

                    if (isBeginRegion == false)
                    {
                        isBeginRegion = true;

                        bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.bottomLine, 0));
                        tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.topLine, 0));

                        //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");

                        // If Word is one character
                        if (linkInfo.characterCount == 1)
                        {
                            isBeginRegion = false;

                            br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.bottomLine, 0));
                            tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.topLine, 0));

                            // Check for Intersection
                            if (PointIntersectRectangle(position, bl, tl, tr, br))
                                return i;

                            //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                        }
                    }

                    // Last Character of Word
                    if (isBeginRegion && j == linkInfo.characterCount - 1)
                    {
                        isBeginRegion = false;

                        br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.bottomLine, 0));
                        tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.topLine, 0));

                        // Check for Intersection
                        if (PointIntersectRectangle(position, bl, tl, tr, br))
                            return i;

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                    // If Word is split on more than one line.
                    else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
                    {
                        isBeginRegion = false;

                        br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.bottomLine, 0));
                        tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.topLine, 0));

                        // Check for Intersection
                        if (PointIntersectRectangle(position, bl, tl, tr, br))
                            return i;

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                }

                //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");

            }

            return -1;
        }