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(); } 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; } /// /// Method to animate vertex colors of a TMP Text object. /// /// 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 modifiedCharScale = new List(); List scaleSortingOrder = new List(); 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); } } } }