SLEAPY_SMURF/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs

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C#
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2023-04-30 11:23:57 +00:00
using UnityEngine;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace TMPro.Examples
{
public class VertexZoom : MonoBehaviour
{
public float AngleMultiplier = 1.0f;
public float SpeedMultiplier = 1.0f;
public float CurveScale = 1.0f;
private TMP_Text m_TextComponent;
private bool hasTextChanged;
void Awake()
{
m_TextComponent = GetComponent<TMP_Text>();
}
void OnEnable()
{
// Subscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
void OnDisable()
{
// UnSubscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
void Start()
{
StartCoroutine(AnimateVertexColors());
}
void ON_TEXT_CHANGED(Object obj)
{
if (obj == m_TextComponent)
hasTextChanged = true;
}
/// <summary>
/// Method to animate vertex colors of a TMP Text object.
/// </summary>
/// <returns></returns>
IEnumerator AnimateVertexColors()
{
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
m_TextComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = m_TextComponent.textInfo;
Matrix4x4 matrix;
TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
// Allocations for sorting of the modified scales
List<float> modifiedCharScale = new List<float>();
List<int> scaleSortingOrder = new List<int>();
hasTextChanged = true;
while (true)
{
// Allocate new vertices
if (hasTextChanged)
{
// Get updated vertex data
cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
hasTextChanged = false;
}
int characterCount = textInfo.characterCount;
// If No Characters then just yield and wait for some text to be added
if (characterCount == 0)
{
yield return new WaitForSeconds(0.25f);
continue;
}
// Clear list of character scales
modifiedCharScale.Clear();
scaleSortingOrder.Clear();
for (int i = 0; i < characterCount; i++)
{
TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
// Skip characters that are not visible and thus have no geometry to manipulate.
if (!charInfo.isVisible)
continue;
// Get the index of the material used by the current character.
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
// Get the index of the first vertex used by this text element.
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
// Get the cached vertices of the mesh used by this text element (character or sprite).
Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices;
// Determine the center point of each character at the baseline.
//Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
// Determine the center point of each character.
Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
// Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
// This is needed so the matrix TRS is applied at the origin for each character.
Vector3 offset = charMidBasline;
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
//Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
// Determine the random scale change for each character.
float randomScale = Random.Range(1f, 1.5f);
// Add modified scale and index
modifiedCharScale.Add(randomScale);
scaleSortingOrder.Add(modifiedCharScale.Count - 1);
// Setup the matrix for the scale change.
//matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale);
matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale);
destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
destinationVertices[vertexIndex + 0] += offset;
destinationVertices[vertexIndex + 1] += offset;
destinationVertices[vertexIndex + 2] += offset;
destinationVertices[vertexIndex + 3] += offset;
// Restore Source UVS which have been modified by the sorting
Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2];
destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3];
// Restore Source Vertex Colors
Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32;
Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32;
destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0];
destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1];
destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2];
destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3];
}
// Push changes into meshes
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
//// Sort Quads based modified scale
scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b]));
textInfo.meshInfo[i].SortGeometry(scaleSortingOrder);
// Updated modified vertex attributes
textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0;
textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
}
yield return new WaitForSeconds(0.1f);
}
}
}
}