SLEAPY_SMURF/Assets/JMO Assets/Cartoon FX Remaster/CFXR Assets/Scripts/CFXR_ParticleText.cs

419 lines
16 KiB
C#
Raw Normal View History

2023-04-30 11:23:57 +00:00
//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2022 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
[RequireComponent(typeof(ParticleSystem))]
public class CFXR_ParticleText : MonoBehaviour
{
[Header("Dynamic")]
[Tooltip("Allow changing the text at runtime with the 'UpdateText' method. If disabled, this script will be excluded from the build.")]
public bool isDynamic;
[Header("Text")]
[SerializeField] string text;
[SerializeField] float size = 1f;
[SerializeField] float letterSpacing = 0.44f;
[Header("Colors")]
[SerializeField] Color backgroundColor = new Color(0, 0, 0, 1);
[SerializeField] Color color1 = new Color(1, 1, 1, 1);
[SerializeField] Color color2 = new Color(0, 0, 1, 1);
[Header("Delay")]
[SerializeField] float delay = 0.05f;
[SerializeField] bool cumulativeDelay = false;
[Range(0f, 2f)] [SerializeField] float compensateLifetime = 0;
[Header("Misc")]
[SerializeField] float lifetimeMultiplier = 1f;
[Range(-90f, 90f)] [SerializeField] float rotation = -5f;
[SerializeField] float sortingFudgeOffset = 0.1f;
#pragma warning disable 0649
[SerializeField] CFXR_ParticleTextFontAsset font;
#pragma warning restore 0649
#if UNITY_EDITOR
[HideInInspector] [SerializeField] bool autoUpdateEditor = true;
void OnValidate()
{
if (text == null || font == null)
{
return;
}
// parse text to only allow valid characters
List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
allowed.Add(' ');
char[] chars;
switch (font.letterCase)
{
case CFXR_ParticleTextFontAsset.LetterCase.Lower: chars = text.ToLowerInvariant().ToCharArray(); break;
case CFXR_ParticleTextFontAsset.LetterCase.Upper: chars = text.ToUpperInvariant().ToCharArray(); break;
default:
case CFXR_ParticleTextFontAsset.LetterCase.Both: chars = text.ToCharArray(); break;
}
string newText = "";
foreach (var c in chars)
{
if (allowed.Contains(c))
{
newText += c;
}
}
text = newText;
// prevent negative or 0 size
size = Mathf.Max(0.001f, size);
// delay so that we are allowed to destroy GameObjects
if (autoUpdateEditor && !EditorApplication.isPlayingOrWillChangePlaymode)
{
EditorApplication.delayCall += () => { UpdateText(null); };
}
}
#endif
void Awake()
{
if (!isDynamic)
{
Destroy(this);
return;
}
InitializeFirstParticle();
}
float baseLifetime;
float baseScaleX;
float baseScaleY;
float baseScaleZ;
Vector3 basePivot;
void InitializeFirstParticle()
{
if (isDynamic && this.transform.childCount == 0)
{
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.");
}
var ps = isDynamic ? this.transform.GetChild(0).GetComponent<ParticleSystem>() : this.GetComponent<ParticleSystem>();
var main = ps.main;
baseLifetime = main.startLifetime.constant;
baseScaleX = main.startSizeXMultiplier;
baseScaleY = main.startSizeYMultiplier;
baseScaleZ = main.startSizeZMultiplier;
basePivot = ps.GetComponent<ParticleSystemRenderer>().pivot;
if (isDynamic)
{
basePivot.x = 0; // make sure to not offset the text horizontally
ps.gameObject.SetActive(false); // ensure first child is inactive
ps.gameObject.name = "MODEL";
}
}
public void UpdateText(
string newText = null,
float? newSize = null,
Color? newColor1 = null, Color? newColor2 = null, Color? newBackgroundColor = null,
float? newLifetimeMultiplier = null
)
{
#if UNITY_EDITOR
// Only allow updating text for GameObjects that aren't prefabs, since we are possibly destroying/adding GameObjects
if (this == null)
{
return;
}
var prefabInstanceStatus = PrefabUtility.GetPrefabInstanceStatus(this);
var prefabAssetType = PrefabUtility.GetPrefabAssetType(this);
if (!(prefabInstanceStatus == PrefabInstanceStatus.NotAPrefab && prefabAssetType == PrefabAssetType.NotAPrefab))
{
return;
}
if (!Application.isPlaying)
{
InitializeFirstParticle();
}
#endif
if (Application.isPlaying && !isDynamic)
{
throw new System.Exception("[CFXR_ParticleText] You cannot update the text at runtime if it's not marked as dynamic.");
}
if (newText != null)
{
switch (font.letterCase)
{
case CFXR_ParticleTextFontAsset.LetterCase.Lower:
newText = newText.ToLowerInvariant();
break;
case CFXR_ParticleTextFontAsset.LetterCase.Upper:
newText = newText.ToUpperInvariant();
break;
}
// Verify that new text doesn't contain invalid characters
foreach (char c in newText)
{
if (char.IsWhiteSpace(c)) continue;
if (font.CharSequence.IndexOf(c) < 0)
{
throw new System.Exception("[CFXR_ParticleText] Invalid character supplied for the dynamic text: '" + c + "'\nThe allowed characters from the selected font are: " + font.CharSequence);
}
}
this.text = newText;
}
if (newSize != null) this.size = newSize.Value;
if (newColor1 != null) this.color1 = newColor1.Value;
if (newColor2 != null) this.color2 = newColor2.Value;
if (newBackgroundColor != null) this.backgroundColor = newBackgroundColor.Value;
if (newLifetimeMultiplier != null) this.lifetimeMultiplier = newLifetimeMultiplier.Value;
if (text == null || font == null || !font.IsValid())
{
return;
}
if (this.transform.childCount == 0)
{
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.");
}
// process text and calculate total width offset
float totalWidth = 0f;
int charCount = 0;
for (int i = 0; i < text.Length; i++)
{
if (char.IsWhiteSpace(text[i]))
{
if (i > 0)
{
totalWidth += letterSpacing * size;
}
}
else
{
charCount++;
if (i > 0)
{
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
}
}
}
#if UNITY_EDITOR
// delete all children in editor, to make sure we refresh the particle systems based on the first one
if (!Application.isPlaying)
{
int length = this.transform.childCount;
int overflow = 0;
while (this.transform.childCount > 1)
{
Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
overflow++;
if (overflow > 1000)
{
// just in case...
Debug.LogError("Overflow!");
break;
}
}
}
#endif
if (charCount > 0)
{
// calculate needed instances
int childCount = this.transform.childCount - (isDynamic ? 1 : 0); // first one is the particle source and always deactivated
if (childCount < charCount)
{
// instantiate new letter GameObjects if needed
GameObject model = isDynamic ? this.transform.GetChild(0).gameObject : null;
for (int i = childCount; i < charCount; i++)
{
var newLetter = isDynamic ? Instantiate(model, this.transform) : new GameObject();
if (!isDynamic)
{
newLetter.transform.SetParent(this.transform);
newLetter.AddComponent<ParticleSystem>();
}
newLetter.transform.localPosition = Vector3.zero;
newLetter.transform.localRotation = Quaternion.identity;
}
}
// update each letter
float offset = totalWidth / 2f;
totalWidth = 0f;
int currentChild = isDynamic ? 0 : -1;
// when not dynamic, we use CopySerialized to propagate the settings to the instances
var sourceParticle = isDynamic ? null : this.GetComponent<ParticleSystem>();
var sourceParticleRenderer = this.GetComponent<ParticleSystemRenderer>();
for (int i = 0; i < text.Length; i++)
{
var letter = text[i];
if (char.IsWhiteSpace(letter))
{
totalWidth += letterSpacing * size;
}
else
{
currentChild++;
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
// calculate char particle size ratio
var ratio = size * sprite.rect.width / 50f;
// calculate char position
totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
var position = (totalWidth - offset) / ratio;
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
// update particle system for this letter
var letterObj = this.transform.GetChild(currentChild).gameObject;
letterObj.name = letter.ToString();
var ps = letterObj.GetComponent<ParticleSystem>();
#if UNITY_EDITOR
if (!isDynamic)
{
EditorUtility.CopySerialized(sourceParticle, ps);
ps.gameObject.SetActive(true);
}
#endif
var mainModule = ps.main;
mainModule.startSizeXMultiplier = baseScaleX * ratio;
mainModule.startSizeYMultiplier = baseScaleY * ratio;
mainModule.startSizeZMultiplier = baseScaleZ * ratio;
ps.textureSheetAnimation.SetSprite(0, sprite);
mainModule.startRotation = Mathf.Deg2Rad * rotation;
mainModule.startColor = backgroundColor;
var customData = ps.customData;
customData.enabled = true;
customData.SetColor(ParticleSystemCustomData.Custom1, color1);
customData.SetColor(ParticleSystemCustomData.Custom2, color2);
if (cumulativeDelay)
{
mainModule.startDelay = delay * i;
mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length - i)), compensateLifetime / lifetimeMultiplier);
}
else
{
mainModule.startDelay = delay;
}
mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
// particle system renderer parameters
var particleRenderer = ps.GetComponent<ParticleSystemRenderer>();
#if UNITY_EDITOR
if (!isDynamic)
{
EditorUtility.CopySerialized(sourceParticleRenderer, particleRenderer);
}
#endif
particleRenderer.enabled = true;
particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
particleRenderer.sortingFudge += i * sortingFudgeOffset;
}
}
}
// set active state for needed letters only
for (int i = 1, l = this.transform.childCount; i < l; i++)
{
this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
}
#if UNITY_EDITOR
// automatically play the effect in Editor
if (!Application.isPlaying)
{
this.GetComponent<ParticleSystem>().Clear(true);
this.GetComponent<ParticleSystem>().Play(true);
}
#endif
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_ParticleText))]
public class ParticleTextEditor : Editor
{
CFXR_ParticleText CastTarget
{
get { return (CFXR_ParticleText) this.target; }
}
GUIContent GUIContent_AutoUpdateToggle = new GUIContent("Auto-update", "Automatically regenerate the text when a property is changed.");
GUIContent GUIContent_UpdateTextButton = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
public override void OnInspectorGUI()
{
var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
if (prefab != PrefabInstanceStatus.NotAPrefab)
{
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.",
MessageType.Warning);
return;
}
base.OnInspectorGUI();
serializedObject.Update();
SerializedProperty autoUpdateBool = serializedObject.FindProperty("autoUpdateEditor");
GUILayout.Space(8);
GUILayout.BeginHorizontal();
{
GUILayout.FlexibleSpace();
autoUpdateBool.boolValue = GUILayout.Toggle(autoUpdateBool.boolValue, GUIContent_AutoUpdateToggle, GUILayout.Height(30));
if (GUILayout.Button(GUIContent_UpdateTextButton, GUILayout.Height(30)))
{
CastTarget.UpdateText(null);
}
}
GUILayout.EndHorizontal();
if (GUI.changed)
{
serializedObject.ApplyModifiedProperties();
}
}
}
#endif
}