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								Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
									
									
									
									
									
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								Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
									
									
									
									
									
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							| @@ -0,0 +1,175 @@ | ||||
| using UnityEngine; | ||||
| using System.Collections; | ||||
|  | ||||
|  | ||||
| namespace TMPro.Examples | ||||
| { | ||||
|  | ||||
|     public class VertexJitter : MonoBehaviour | ||||
|     { | ||||
|  | ||||
|         public float AngleMultiplier = 1.0f; | ||||
|         public float SpeedMultiplier = 1.0f; | ||||
|         public float CurveScale = 1.0f; | ||||
|  | ||||
|         private TMP_Text m_TextComponent; | ||||
|         private bool hasTextChanged; | ||||
|  | ||||
|         /// <summary> | ||||
|         /// Structure to hold pre-computed animation data. | ||||
|         /// </summary> | ||||
|         private struct VertexAnim | ||||
|         { | ||||
|             public float angleRange; | ||||
|             public float angle; | ||||
|             public float speed; | ||||
|         } | ||||
|  | ||||
|         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; | ||||
|  | ||||
|             int loopCount = 0; | ||||
|             hasTextChanged = true; | ||||
|  | ||||
|             // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters. | ||||
|             VertexAnim[] vertexAnim = new VertexAnim[1024]; | ||||
|             for (int i = 0; i < 1024; i++) | ||||
|             { | ||||
|                 vertexAnim[i].angleRange = Random.Range(10f, 25f); | ||||
|                 vertexAnim[i].speed = Random.Range(1f, 3f); | ||||
|             } | ||||
|  | ||||
|             // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters. | ||||
|             TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); | ||||
|  | ||||
|             while (true) | ||||
|             { | ||||
|                 // Get new copy of vertex data if the text has changed. | ||||
|                 if (hasTextChanged) | ||||
|                 { | ||||
|                     // Update the copy of the vertex data for the text object. | ||||
|                     cachedMeshInfo = 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; | ||||
|                 } | ||||
|  | ||||
|  | ||||
|                 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; | ||||
|  | ||||
|                     // Retrieve the pre-computed animation data for the given character. | ||||
|                     VertexAnim vertAnim = vertexAnim[i]; | ||||
|  | ||||
|                     // 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 = cachedMeshInfo[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; | ||||
|  | ||||
|                     vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f)); | ||||
|                     Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); | ||||
|  | ||||
|                     matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one); | ||||
|  | ||||
|                     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; | ||||
|  | ||||
|                     vertexAnim[i] = vertAnim; | ||||
|                 } | ||||
|  | ||||
|                 // Push changes into meshes | ||||
|                 for (int i = 0; i < textInfo.meshInfo.Length; i++) | ||||
|                 { | ||||
|                     textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; | ||||
|                     m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); | ||||
|                 } | ||||
|  | ||||
|                 loopCount += 1; | ||||
|  | ||||
|                 yield return new WaitForSeconds(0.1f); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
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