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- using UnityEngine;
- using System.Collections;
-
-
- namespace TMPro.Examples
- {
-
- public class VertexShakeA : MonoBehaviour
- {
-
- public float AngleMultiplier = 1.0f;
- public float SpeedMultiplier = 1.0f;
- public float ScaleMultiplier = 1.0f;
- public float RotationMultiplier = 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()
- {
- 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;
- Vector3[][] copyOfVertices = new Vector3[0][];
-
- hasTextChanged = true;
-
- while (true)
- {
- // Allocate new vertices
- if (hasTextChanged)
- {
- if (copyOfVertices.Length < textInfo.meshInfo.Length)
- copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
-
- for (int i = 0; i < textInfo.meshInfo.Length; i++)
- {
- int length = textInfo.meshInfo[i].vertices.Length;
- copyOfVertices[i] = new Vector3[length];
- }
-
- 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;
- }
-
- int lineCount = textInfo.lineCount;
-
- // Iterate through each line of the text.
- for (int i = 0; i < lineCount; i++)
- {
-
- int first = textInfo.lineInfo[i].firstCharacterIndex;
- int last = textInfo.lineInfo[i].lastCharacterIndex;
-
- // Determine the center of each line
- Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
- Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier);
-
- // Iterate through each character of the line.
- for (int j = first; j <= last; j++)
- {
- // Skip characters that are not visible and thus have no geometry to manipulate.
- if (!textInfo.characterInfo[j].isVisible)
- continue;
-
- // Get the index of the material used by the current character.
- int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
-
- // Get the index of the first vertex used by this text element.
- int vertexIndex = textInfo.characterInfo[j].vertexIndex;
-
- // Get the vertices of the mesh used by this text element (character or sprite).
- Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
-
- // Need to translate all 4 vertices of each quad to aligned with center of character.
- // This is needed so the matrix TRS is applied at the origin for each character.
- copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine;
- copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine;
- copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine;
- copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine;
-
- // Determine the random scale change for each character.
- float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier);
-
- // Setup the matrix rotation.
- matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale);
-
- // Apply the matrix TRS to the individual characters relative to the center of the current line.
- copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
- copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
- copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
- copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
-
- // Revert the translation change.
- copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
- copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
- copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
- copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
- }
- }
-
- // Push changes into meshes
- for (int i = 0; i < textInfo.meshInfo.Length; i++)
- {
- textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
- m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
- }
-
- yield return new WaitForSeconds(0.1f);
- }
- }
-
- }
- }
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