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			192 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine;
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| using System.Linq;
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| using System.Collections;
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| using System.Collections.Generic;
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| 
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| 
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| namespace TMPro.Examples
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| {
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| 
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|     public class VertexZoom : 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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| 
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|         private TMP_Text m_TextComponent;
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|         private bool hasTextChanged;
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| 
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| 
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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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| 
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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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| 
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|         void OnDisable()
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|         {
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|             // UnSubscribe to event fired when text object has been regenerated.
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|             TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
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|         }
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|             TMP_TextInfo textInfo = m_TextComponent.textInfo;
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| 
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|             Matrix4x4 matrix;
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|             TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
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| 
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|             // Allocations for sorting of the modified scales
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|             List<float> modifiedCharScale = new List<float>();
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|             List<int> scaleSortingOrder = new List<int>();
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| 
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|             hasTextChanged = true;
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| 
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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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|                     // Get updated vertex data
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|                     cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
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| 
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|                     hasTextChanged = false;
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|                 }
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| 
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|                 int characterCount = textInfo.characterCount;
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| 
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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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| 
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|                 // Clear list of character scales
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|                 modifiedCharScale.Clear();
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|                 scaleSortingOrder.Clear();
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| 
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|                 for (int i = 0; i < characterCount; i++)
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|                 {
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|                     TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
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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 (!charInfo.isVisible)
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|                         continue;
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| 
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|                     // Get the index of the material used by the current character.
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|                     int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
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| 
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|                     // Get the index of the first vertex used by this text element.
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|                     int vertexIndex = textInfo.characterInfo[i].vertexIndex;
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| 
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|                     // Get the cached vertices of the mesh used by this text element (character or sprite).
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|                     Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices;
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| 
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|                     // Determine the center point of each character at the baseline.
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|                     //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
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|                     // Determine the center point of each character.
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|                     Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
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| 
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|                     // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
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|                     // This is needed so the matrix TRS is applied at the origin for each character.
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|                     Vector3 offset = charMidBasline;
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| 
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|                     Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
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| 
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|                     destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
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|                     destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
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|                     destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
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|                     destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
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| 
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|                     //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
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| 
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|                     // Determine the random scale change for each character.
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|                     float randomScale = Random.Range(1f, 1.5f);
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|                     
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|                     // Add modified scale and index
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|                     modifiedCharScale.Add(randomScale);
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|                     scaleSortingOrder.Add(modifiedCharScale.Count - 1);
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| 
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|                     // Setup the matrix for the scale change.
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|                     //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale);
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|                     matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale);
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| 
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|                     destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
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|                     destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
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|                     destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
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|                     destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
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| 
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|                     destinationVertices[vertexIndex + 0] += offset;
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|                     destinationVertices[vertexIndex + 1] += offset;
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|                     destinationVertices[vertexIndex + 2] += offset;
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|                     destinationVertices[vertexIndex + 3] += offset;
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| 
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|                     // Restore Source UVS which have been modified by the sorting
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|                     Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
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|                     Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
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| 
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|                     destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
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|                     destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
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|                     destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2];
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|                     destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3];
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| 
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|                     // Restore Source Vertex Colors
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|                     Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32;
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|                     Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32;
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| 
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|                     destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0];
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|                     destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1];
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|                     destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2];
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|                     destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3];
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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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|                     //// Sort Quads based modified scale
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|                     scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b]));
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| 
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|                     textInfo.meshInfo[i].SortGeometry(scaleSortingOrder);
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| 
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|                     // Updated modified vertex attributes
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|                     textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
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|                     textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0;
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|                     textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
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| 
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|                     m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
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|                 }
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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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| } | 
