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185
Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
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185
Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
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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 VertexShakeB : MonoBehaviour
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{
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public float AngleMultiplier = 1.0f;
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public float SpeedMultiplier = 1.0f;
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public float CurveScale = 1.0f;
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private TMP_Text m_TextComponent;
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private bool hasTextChanged;
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void Awake()
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{
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m_TextComponent = GetComponent<TMP_Text>();
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}
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void OnEnable()
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{
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// Subscribe to event fired when text object has been regenerated.
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
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}
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void OnDisable()
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{
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
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}
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void Start()
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{
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StartCoroutine(AnimateVertexColors());
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}
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void ON_TEXT_CHANGED(Object obj)
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{
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if (obj = m_TextComponent)
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hasTextChanged = true;
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}
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/// <summary>
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/// Method to animate vertex colors of a TMP Text object.
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/// </summary>
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/// <returns></returns>
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IEnumerator AnimateVertexColors()
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{
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// 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.
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// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
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m_TextComponent.ForceMeshUpdate();
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TMP_TextInfo textInfo = m_TextComponent.textInfo;
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Matrix4x4 matrix;
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Vector3[][] copyOfVertices = new Vector3[0][];
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hasTextChanged = true;
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while (true)
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{
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// Allocate new vertices
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if (hasTextChanged)
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{
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if (copyOfVertices.Length < textInfo.meshInfo.Length)
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copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
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for (int i = 0; i < textInfo.meshInfo.Length; i++)
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{
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int length = textInfo.meshInfo[i].vertices.Length;
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copyOfVertices[i] = new Vector3[length];
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}
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hasTextChanged = false;
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}
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int characterCount = textInfo.characterCount;
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// If No Characters then just yield and wait for some text to be added
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if (characterCount == 0)
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{
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yield return new WaitForSeconds(0.25f);
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continue;
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}
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int lineCount = textInfo.lineCount;
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// Iterate through each line of the text.
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for (int i = 0; i < lineCount; i++)
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{
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int first = textInfo.lineInfo[i].firstCharacterIndex;
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int last = textInfo.lineInfo[i].lastCharacterIndex;
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// Determine the center of each line
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Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
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Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f));
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// Iterate through each character of the line.
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for (int j = first; j <= last; j++)
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{
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// Skip characters that are not visible and thus have no geometry to manipulate.
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if (!textInfo.characterInfo[j].isVisible)
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continue;
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// Get the index of the material used by the current character.
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int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
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// Get the index of the first vertex used by this text element.
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int vertexIndex = textInfo.characterInfo[j].vertexIndex;
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// Get the vertices of the mesh used by this text element (character or sprite).
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Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
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// Determine the center point of each character at the baseline.
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Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
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// Need to translate all 4 vertices of each quad to aligned with center of character.
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// This is needed so the matrix TRS is applied at the origin for each character.
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copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter;
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copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter;
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copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter;
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copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter;
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// Determine the random scale change for each character.
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float randomScale = Random.Range(0.95f, 1.05f);
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// Setup the matrix for the scale change.
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matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale);
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// Apply the scale change relative to the center of each character.
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copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
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copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
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copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
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copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
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// Revert the translation change.
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copyOfVertices[materialIndex][vertexIndex + 0] += charCenter;
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copyOfVertices[materialIndex][vertexIndex + 1] += charCenter;
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copyOfVertices[materialIndex][vertexIndex + 2] += charCenter;
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copyOfVertices[materialIndex][vertexIndex + 3] += charCenter;
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// Need to translate all 4 vertices of each quad to aligned with the center of the line.
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// This is needed so the matrix TRS is applied from the center of the line.
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copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine;
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copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine;
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copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine;
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copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine;
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// Setup the matrix rotation.
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matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one);
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// Apply the matrix TRS to the individual characters relative to the center of the current line.
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copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
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copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
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copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
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copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
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// Revert the translation change.
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copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
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copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
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copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
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copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
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}
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}
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// Push changes into meshes
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for (int i = 0; i < textInfo.meshInfo.Length; i++)
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{
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textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
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m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
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}
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yield return new WaitForSeconds(0.1f);
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}
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}
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}
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}
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