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using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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public class TextMeshProFloatingText : MonoBehaviour
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{
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public Font TheFont;
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private GameObject m_floatingText;
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private TextMeshPro m_textMeshPro;
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private TextMesh m_textMesh;
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private Transform m_transform;
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private Transform m_floatingText_Transform;
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private Transform m_cameraTransform;
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Vector3 lastPOS = Vector3.zero;
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Quaternion lastRotation = Quaternion.identity;
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public int SpawnType;
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public bool IsTextObjectScaleStatic;
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//private int m_frame = 0;
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static WaitForEndOfFrame k_WaitForEndOfFrame = new WaitForEndOfFrame();
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static WaitForSeconds[] k_WaitForSecondsRandom = new WaitForSeconds[]
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{
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new WaitForSeconds(0.05f), new WaitForSeconds(0.1f), new WaitForSeconds(0.15f), new WaitForSeconds(0.2f), new WaitForSeconds(0.25f),
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new WaitForSeconds(0.3f), new WaitForSeconds(0.35f), new WaitForSeconds(0.4f), new WaitForSeconds(0.45f), new WaitForSeconds(0.5f),
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new WaitForSeconds(0.55f), new WaitForSeconds(0.6f), new WaitForSeconds(0.65f), new WaitForSeconds(0.7f), new WaitForSeconds(0.75f),
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new WaitForSeconds(0.8f), new WaitForSeconds(0.85f), new WaitForSeconds(0.9f), new WaitForSeconds(0.95f), new WaitForSeconds(1.0f),
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};
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void Awake()
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{
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m_transform = transform;
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m_floatingText = new GameObject(this.name + " floating text");
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// Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform.
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//m_floatingText_Transform = m_floatingText.transform;
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//m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
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m_cameraTransform = Camera.main.transform;
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}
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void Start()
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{
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if (SpawnType == 0)
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{
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// TextMesh Pro Implementation
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m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
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m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3);
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m_floatingText_Transform = m_floatingText.transform;
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m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
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//m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
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//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material;
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m_textMeshPro.alignment = TextAlignmentOptions.Center;
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m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
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m_textMeshPro.fontSize = 24;
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//m_textMeshPro.enableExtraPadding = true;
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//m_textMeshPro.enableShadows = false;
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m_textMeshPro.fontFeatures.Clear();
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m_textMeshPro.text = string.Empty;
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m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
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StartCoroutine(DisplayTextMeshProFloatingText());
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}
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else if (SpawnType == 1)
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{
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//Debug.Log("Spawning TextMesh Objects.");
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m_floatingText_Transform = m_floatingText.transform;
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m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
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m_textMesh = m_floatingText.AddComponent<TextMesh>();
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m_textMesh.font = Resources.Load<Font>("Fonts/ARIAL");
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m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
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m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
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m_textMesh.anchor = TextAnchor.LowerCenter;
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m_textMesh.fontSize = 24;
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StartCoroutine(DisplayTextMeshFloatingText());
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}
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else if (SpawnType == 2)
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{
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}
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}
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//void Update()
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//{
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// if (SpawnType == 0)
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// {
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// m_textMeshPro.SetText("{0}", m_frame);
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// }
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// else
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// {
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// m_textMesh.text = m_frame.ToString();
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// }
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// m_frame = (m_frame + 1) % 1000;
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//}
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public IEnumerator DisplayTextMeshProFloatingText()
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{
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float CountDuration = 2.0f; // How long is the countdown alive.
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float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
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float current_Count = starting_Count;
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Vector3 start_pos = m_floatingText_Transform.position;
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Color32 start_color = m_textMeshPro.color;
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float alpha = 255;
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int int_counter = 0;
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float fadeDuration = 3 / starting_Count * CountDuration;
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while (current_Count > 0)
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{
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current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
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if (current_Count <= 3)
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{
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//Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
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alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
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}
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int_counter = (int)current_Count;
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m_textMeshPro.text = int_counter.ToString();
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//m_textMeshPro.SetText("{0}", (int)current_Count);
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m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
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// Move the floating text upward each update
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m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
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// Align floating text perpendicular to Camera.
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if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
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{
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lastPOS = m_cameraTransform.position;
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lastRotation = m_cameraTransform.rotation;
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m_floatingText_Transform.rotation = lastRotation;
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Vector3 dir = m_transform.position - lastPOS;
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m_transform.forward = new Vector3(dir.x, 0, dir.z);
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}
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yield return k_WaitForEndOfFrame;
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}
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//Debug.Log("Done Counting down.");
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yield return k_WaitForSecondsRandom[Random.Range(0, 19)];
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m_floatingText_Transform.position = start_pos;
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StartCoroutine(DisplayTextMeshProFloatingText());
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}
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public IEnumerator DisplayTextMeshFloatingText()
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{
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float CountDuration = 2.0f; // How long is the countdown alive.
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float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
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float current_Count = starting_Count;
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Vector3 start_pos = m_floatingText_Transform.position;
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Color32 start_color = m_textMesh.color;
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float alpha = 255;
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int int_counter = 0;
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float fadeDuration = 3 / starting_Count * CountDuration;
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while (current_Count > 0)
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{
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current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
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if (current_Count <= 3)
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{
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//Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
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alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
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}
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int_counter = (int)current_Count;
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m_textMesh.text = int_counter.ToString();
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//Debug.Log("Current Count:" + current_Count.ToString("f2"));
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m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
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// Move the floating text upward each update
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m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
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// Align floating text perpendicular to Camera.
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if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
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{
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lastPOS = m_cameraTransform.position;
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lastRotation = m_cameraTransform.rotation;
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m_floatingText_Transform.rotation = lastRotation;
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Vector3 dir = m_transform.position - lastPOS;
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m_transform.forward = new Vector3(dir.x, 0, dir.z);
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}
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yield return k_WaitForEndOfFrame;
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}
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//Debug.Log("Done Counting down.");
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yield return k_WaitForSecondsRandom[Random.Range(0, 20)];
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m_floatingText_Transform.position = start_pos;
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StartCoroutine(DisplayTextMeshFloatingText());
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}
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}
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}
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