419 lines
16 KiB
C#
419 lines
16 KiB
C#
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//--------------------------------------------------------------------------------------------------------------------------------
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// Cartoon FX
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// (c) 2012-2022 Jean Moreno
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//--------------------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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using UnityEngine;
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using Object = UnityEngine.Object;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace CartoonFX
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{
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[RequireComponent(typeof(ParticleSystem))]
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public class CFXR_ParticleText : MonoBehaviour
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{
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[Header("Dynamic")]
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[Tooltip("Allow changing the text at runtime with the 'UpdateText' method. If disabled, this script will be excluded from the build.")]
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public bool isDynamic;
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[Header("Text")]
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[SerializeField] string text;
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[SerializeField] float size = 1f;
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[SerializeField] float letterSpacing = 0.44f;
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[Header("Colors")]
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[SerializeField] Color backgroundColor = new Color(0, 0, 0, 1);
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[SerializeField] Color color1 = new Color(1, 1, 1, 1);
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[SerializeField] Color color2 = new Color(0, 0, 1, 1);
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[Header("Delay")]
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[SerializeField] float delay = 0.05f;
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[SerializeField] bool cumulativeDelay = false;
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[Range(0f, 2f)] [SerializeField] float compensateLifetime = 0;
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[Header("Misc")]
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[SerializeField] float lifetimeMultiplier = 1f;
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[Range(-90f, 90f)] [SerializeField] float rotation = -5f;
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[SerializeField] float sortingFudgeOffset = 0.1f;
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#pragma warning disable 0649
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[SerializeField] CFXR_ParticleTextFontAsset font;
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#pragma warning restore 0649
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#if UNITY_EDITOR
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[HideInInspector] [SerializeField] bool autoUpdateEditor = true;
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void OnValidate()
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{
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if (text == null || font == null)
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{
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return;
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}
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// parse text to only allow valid characters
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List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
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allowed.Add(' ');
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char[] chars;
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switch (font.letterCase)
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{
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case CFXR_ParticleTextFontAsset.LetterCase.Lower: chars = text.ToLowerInvariant().ToCharArray(); break;
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case CFXR_ParticleTextFontAsset.LetterCase.Upper: chars = text.ToUpperInvariant().ToCharArray(); break;
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default:
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case CFXR_ParticleTextFontAsset.LetterCase.Both: chars = text.ToCharArray(); break;
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}
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string newText = "";
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foreach (var c in chars)
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{
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if (allowed.Contains(c))
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{
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newText += c;
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}
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}
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text = newText;
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// prevent negative or 0 size
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size = Mathf.Max(0.001f, size);
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// delay so that we are allowed to destroy GameObjects
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if (autoUpdateEditor && !EditorApplication.isPlayingOrWillChangePlaymode)
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{
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EditorApplication.delayCall += () => { UpdateText(null); };
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}
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}
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#endif
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void Awake()
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{
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if (!isDynamic)
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{
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Destroy(this);
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return;
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}
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InitializeFirstParticle();
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}
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float baseLifetime;
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float baseScaleX;
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float baseScaleY;
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float baseScaleZ;
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Vector3 basePivot;
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void InitializeFirstParticle()
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{
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if (isDynamic && this.transform.childCount == 0)
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{
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throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
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}
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var ps = isDynamic ? this.transform.GetChild(0).GetComponent<ParticleSystem>() : this.GetComponent<ParticleSystem>();
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var main = ps.main;
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baseLifetime = main.startLifetime.constant;
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baseScaleX = main.startSizeXMultiplier;
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baseScaleY = main.startSizeYMultiplier;
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baseScaleZ = main.startSizeZMultiplier;
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basePivot = ps.GetComponent<ParticleSystemRenderer>().pivot;
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if (isDynamic)
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{
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basePivot.x = 0; // make sure to not offset the text horizontally
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ps.gameObject.SetActive(false); // ensure first child is inactive
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ps.gameObject.name = "MODEL";
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}
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}
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public void UpdateText(
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string newText = null,
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float? newSize = null,
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Color? newColor1 = null, Color? newColor2 = null, Color? newBackgroundColor = null,
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float? newLifetimeMultiplier = null
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)
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{
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#if UNITY_EDITOR
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// Only allow updating text for GameObjects that aren't prefabs, since we are possibly destroying/adding GameObjects
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if (this == null)
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{
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return;
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}
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var prefabInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(this);
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var prefabAssetType = PrefabUtility.GetPrefabAssetType(this);
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if (!(prefabInstanceStatus == PrefabInstanceStatus.NotAPrefab && prefabAssetType == PrefabAssetType.NotAPrefab))
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{
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return;
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}
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if (!Application.isPlaying)
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{
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InitializeFirstParticle();
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}
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#endif
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if (Application.isPlaying && !isDynamic)
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{
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throw new System.Exception("[CFXR_ParticleText] You cannot update the text at runtime if it's not marked as dynamic.");
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}
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if (newText != null)
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{
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switch (font.letterCase)
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{
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case CFXR_ParticleTextFontAsset.LetterCase.Lower:
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newText = newText.ToLowerInvariant();
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break;
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case CFXR_ParticleTextFontAsset.LetterCase.Upper:
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newText = newText.ToUpperInvariant();
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break;
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}
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// Verify that new text doesn't contain invalid characters
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foreach (char c in newText)
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{
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if (char.IsWhiteSpace(c)) continue;
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if (font.CharSequence.IndexOf(c) < 0)
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{
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throw new System.Exception("[CFXR_ParticleText] Invalid character supplied for the dynamic text: '" + c + "'\nThe allowed characters from the selected font are: " + font.CharSequence);
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}
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}
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this.text = newText;
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}
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if (newSize != null) this.size = newSize.Value;
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if (newColor1 != null) this.color1 = newColor1.Value;
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if (newColor2 != null) this.color2 = newColor2.Value;
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if (newBackgroundColor != null) this.backgroundColor = newBackgroundColor.Value;
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if (newLifetimeMultiplier != null) this.lifetimeMultiplier = newLifetimeMultiplier.Value;
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if (text == null || font == null || !font.IsValid())
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{
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return;
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}
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if (this.transform.childCount == 0)
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{
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throw new System.Exception("[CFXR_ParticleText] A disabled GameObject with a ParticleSystem component is required as the first child when 'isDyanmic' is enabled, so that its settings can be used as a base for the generated characters.");
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}
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// process text and calculate total width offset
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float totalWidth = 0f;
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int charCount = 0;
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for (int i = 0; i < text.Length; i++)
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{
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if (char.IsWhiteSpace(text[i]))
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{
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if (i > 0)
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{
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totalWidth += letterSpacing * size;
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}
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}
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else
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{
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charCount++;
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if (i > 0)
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{
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int index = font.CharSequence.IndexOf(text[i]);
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var sprite = font.CharSprites[index];
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float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
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totalWidth += (charWidth * 0.01f + letterSpacing) * size;
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}
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}
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}
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#if UNITY_EDITOR
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// delete all children in editor, to make sure we refresh the particle systems based on the first one
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if (!Application.isPlaying)
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{
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int length = this.transform.childCount;
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int overflow = 0;
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while (this.transform.childCount > 1)
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{
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Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
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overflow++;
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if (overflow > 1000)
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{
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// just in case...
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Debug.LogError("Overflow!");
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break;
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}
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}
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}
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#endif
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if (charCount > 0)
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{
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// calculate needed instances
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int childCount = this.transform.childCount - (isDynamic ? 1 : 0); // first one is the particle source and always deactivated
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if (childCount < charCount)
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{
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// instantiate new letter GameObjects if needed
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GameObject model = isDynamic ? this.transform.GetChild(0).gameObject : null;
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for (int i = childCount; i < charCount; i++)
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{
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var newLetter = isDynamic ? Instantiate(model, this.transform) : new GameObject();
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if (!isDynamic)
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{
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newLetter.transform.SetParent(this.transform);
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newLetter.AddComponent<ParticleSystem>();
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}
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newLetter.transform.localPosition = Vector3.zero;
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newLetter.transform.localRotation = Quaternion.identity;
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}
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}
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// update each letter
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float offset = totalWidth / 2f;
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totalWidth = 0f;
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int currentChild = isDynamic ? 0 : -1;
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// when not dynamic, we use CopySerialized to propagate the settings to the instances
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var sourceParticle = isDynamic ? null : this.GetComponent<ParticleSystem>();
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var sourceParticleRenderer = this.GetComponent<ParticleSystemRenderer>();
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for (int i = 0; i < text.Length; i++)
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{
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var letter = text[i];
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if (char.IsWhiteSpace(letter))
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{
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totalWidth += letterSpacing * size;
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}
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else
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{
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currentChild++;
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int index = font.CharSequence.IndexOf(text[i]);
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var sprite = font.CharSprites[index];
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// calculate char particle size ratio
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var ratio = size * sprite.rect.width / 50f;
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// calculate char position
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totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
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var position = (totalWidth - offset) / ratio;
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float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
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totalWidth += (charWidth * 0.01f + letterSpacing) * size;
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// update particle system for this letter
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var letterObj = this.transform.GetChild(currentChild).gameObject;
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letterObj.name = letter.ToString();
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var ps = letterObj.GetComponent<ParticleSystem>();
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#if UNITY_EDITOR
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if (!isDynamic)
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{
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EditorUtility.CopySerialized(sourceParticle, ps);
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ps.gameObject.SetActive(true);
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}
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#endif
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var mainModule = ps.main;
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mainModule.startSizeXMultiplier = baseScaleX * ratio;
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mainModule.startSizeYMultiplier = baseScaleY * ratio;
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mainModule.startSizeZMultiplier = baseScaleZ * ratio;
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ps.textureSheetAnimation.SetSprite(0, sprite);
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mainModule.startRotation = Mathf.Deg2Rad * rotation;
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mainModule.startColor = backgroundColor;
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var customData = ps.customData;
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customData.enabled = true;
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customData.SetColor(ParticleSystemCustomData.Custom1, color1);
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customData.SetColor(ParticleSystemCustomData.Custom2, color2);
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if (cumulativeDelay)
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{
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mainModule.startDelay = delay * i;
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mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length - i)), compensateLifetime / lifetimeMultiplier);
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}
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else
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{
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mainModule.startDelay = delay;
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}
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mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
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// particle system renderer parameters
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var particleRenderer = ps.GetComponent<ParticleSystemRenderer>();
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#if UNITY_EDITOR
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if (!isDynamic)
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{
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EditorUtility.CopySerialized(sourceParticleRenderer, particleRenderer);
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}
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#endif
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particleRenderer.enabled = true;
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particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
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particleRenderer.sortingFudge += i * sortingFudgeOffset;
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}
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}
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}
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// set active state for needed letters only
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for (int i = 1, l = this.transform.childCount; i < l; i++)
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{
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this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
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}
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#if UNITY_EDITOR
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// automatically play the effect in Editor
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if (!Application.isPlaying)
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{
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this.GetComponent<ParticleSystem>().Clear(true);
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this.GetComponent<ParticleSystem>().Play(true);
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}
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#endif
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(CFXR_ParticleText))]
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public class ParticleTextEditor : Editor
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{
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CFXR_ParticleText CastTarget
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{
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get { return (CFXR_ParticleText) this.target; }
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}
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GUIContent GUIContent_AutoUpdateToggle = new GUIContent("Auto-update", "Automatically regenerate the text when a property is changed.");
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GUIContent GUIContent_UpdateTextButton = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
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public override void OnInspectorGUI()
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{
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var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
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if (prefab != PrefabInstanceStatus.NotAPrefab)
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{
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EditorGUILayout.HelpBox("Cartoon FX Particle Text doesn't work on Prefab Instances, as it needs to destroy/create children GameObjects.\nYou can right-click on the object, and select \"Unpack Prefab\" to make it an independent Game Object.",
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MessageType.Warning);
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return;
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}
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base.OnInspectorGUI();
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serializedObject.Update();
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SerializedProperty autoUpdateBool = serializedObject.FindProperty("autoUpdateEditor");
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GUILayout.Space(8);
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GUILayout.BeginHorizontal();
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{
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GUILayout.FlexibleSpace();
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autoUpdateBool.boolValue = GUILayout.Toggle(autoUpdateBool.boolValue, GUIContent_AutoUpdateToggle, GUILayout.Height(30));
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if (GUILayout.Button(GUIContent_UpdateTextButton, GUILayout.Height(30)))
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{
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CastTarget.UpdateText(null);
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}
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}
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GUILayout.EndHorizontal();
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if (GUI.changed)
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{
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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}
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