static int UpdateVertexData(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(TMPro.TextMeshProUGUI)))
            {
                TMPro.TextMeshProUGUI obj = (TMPro.TextMeshProUGUI)ToLua.ToObject(L, 1);
                obj.UpdateVertexData();
                return(0);
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(TMPro.TextMeshProUGUI), typeof(TMPro.TMP_VertexDataUpdateFlags)))
            {
                TMPro.TextMeshProUGUI           obj  = (TMPro.TextMeshProUGUI)ToLua.ToObject(L, 1);
                TMPro.TMP_VertexDataUpdateFlags arg0 = (TMPro.TMP_VertexDataUpdateFlags)ToLua.ToObject(L, 2);
                obj.UpdateVertexData(arg0);
                return(0);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: TMPro.TextMeshProUGUI.UpdateVertexData"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
示例#2
0
    List <Color32[]> SetLinkToColor(int linkIndex, Color32 color)
    {
        TMP_LinkInfo linkInfo = pTextMeshPro.textInfo.linkInfo[linkIndex];

        var oldVertColors = new List <Color32[]>(); // store the old character colors

        for (int i = 0; i < linkInfo.linkTextLength; i++)
        {                                                                                // for each character in the link string
            int characterIndex = linkInfo.linkTextfirstCharacterIndex + i;               // the character index into the entire text
            var charInfo       = pTextMeshPro.textInfo.characterInfo[characterIndex];
            int meshIndex      = charInfo.materialReferenceIndex;                        // Get the index of the material / sub text object used by this character.
            int vertexIndex    = charInfo.vertexIndex;                                   // Get the index of the first vertex of this character.

            Color32[] vertexColors = pTextMeshPro.textInfo.meshInfo[meshIndex].colors32; // the colors for this character
            oldVertColors.Add(vertexColors.ToArray());

            if (charInfo.isVisible)
            {
                vertexColors[vertexIndex + 0] = color;
                vertexColors[vertexIndex + 1] = color;
                vertexColors[vertexIndex + 2] = color;
                vertexColors[vertexIndex + 3] = color;
            }
        }

        // Update Geometry
        pTextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);

        return(oldVertColors);
    }
示例#3
0
    void RecalculateText()
    {
        if (TextComponent == null)
        {
            TextComponent = this.transform.Find("Text").GetComponent <TMPro.TextMeshProUGUI>();
        }
        if (RectTransform == null)
        {
            RectTransform = GetComponent <RectTransform>();
        }
        TextComponent.text = Text;
        Vector3[] vertices;
        TextComponent.ForceMeshUpdate();
        float textWidth = TextComponent.preferredWidth + Padding * 2;

        this.RectTransform.sizeDelta = new Vector3(textWidth, this.RectTransform.sizeDelta.y, 0f);
        TextComponent.ForceMeshUpdate();

        TMP_TextInfo textInfo       = TextComponent.textInfo;
        int          characterCount = textInfo.characterCount;

        if (characterCount == 0)
        {
            return;
        }

        float boundsMinX = TextComponent.bounds.min.x - Padding;
        float boundsMaxX = TextComponent.bounds.max.x + Padding;

        float fullWidth = textWidth + Padding * 2;
        float angle     = Angle * 100 / textWidth;

        for (int i = 0; i < characterCount; i++)
        {
            if (!textInfo.characterInfo[i].isVisible)
            {
                continue;
            }

            int vertexIndex   = textInfo.characterInfo[i].vertexIndex;
            int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
            vertices = textInfo.meshInfo[materialIndex].vertices;

            Vector3 charMidBaselinePos = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);

            float zeroToOnePos = (charMidBaselinePos.x - boundsMinX) / (boundsMaxX - boundsMinX);

            var quat = Quaternion.AngleAxis((zeroToOnePos - 0.5f) * angle, new Vector3(0f, 0f, -1f));
            vertices[vertexIndex + 0] = quat * vertices[vertexIndex + 0];
            vertices[vertexIndex + 1] = quat * vertices[vertexIndex + 1];
            vertices[vertexIndex + 2] = quat * vertices[vertexIndex + 2];
            vertices[vertexIndex + 3] = quat * vertices[vertexIndex + 3];
        }

        TextComponent.UpdateVertexData();
        SetVerticesDirty();
        SetMaterialDirty();
    }