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								Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
									
									
									
									
									
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								Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs
									
									
									
									
									
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							| @@ -0,0 +1,185 @@ | ||||
| using UnityEngine; | ||||
| using System.Collections; | ||||
|  | ||||
|  | ||||
| namespace TMPro.Examples | ||||
| { | ||||
|  | ||||
|     public class VertexShakeB : 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<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; | ||||
|             Vector3[][] copyOfVertices = new Vector3[0][]; | ||||
|  | ||||
|             hasTextChanged = true; | ||||
|  | ||||
|             while (true) | ||||
|             { | ||||
|                 // Allocate new vertices  | ||||
|                 if (hasTextChanged) | ||||
|                 { | ||||
|                     if (copyOfVertices.Length < textInfo.meshInfo.Length) | ||||
|                         copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; | ||||
|  | ||||
|                     for (int i = 0; i < textInfo.meshInfo.Length; i++) | ||||
|                     { | ||||
|                         int length = textInfo.meshInfo[i].vertices.Length; | ||||
|                         copyOfVertices[i] = new Vector3[length]; | ||||
|                     } | ||||
|  | ||||
|                     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; | ||||
|                 } | ||||
|  | ||||
|                 int lineCount = textInfo.lineCount; | ||||
|  | ||||
|                 // Iterate through each line of the text. | ||||
|                 for (int i = 0; i < lineCount; i++) | ||||
|                 { | ||||
|  | ||||
|                     int first = textInfo.lineInfo[i].firstCharacterIndex; | ||||
|                     int last = textInfo.lineInfo[i].lastCharacterIndex; | ||||
|  | ||||
|                     // Determine the center of each line | ||||
|                     Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; | ||||
|                     Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f)); | ||||
|  | ||||
|                     // Iterate through each character of the line. | ||||
|                     for (int j = first; j <= last; j++) | ||||
|                     { | ||||
|                         // Skip characters that are not visible and thus have no geometry to manipulate. | ||||
|                         if (!textInfo.characterInfo[j].isVisible) | ||||
|                             continue; | ||||
|  | ||||
|                         // Get the index of the material used by the current character. | ||||
|                         int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; | ||||
|  | ||||
|                         // Get the index of the first vertex used by this text element. | ||||
|                         int vertexIndex = textInfo.characterInfo[j].vertexIndex; | ||||
|  | ||||
|                         // Get the vertices of the mesh used by this text element (character or sprite). | ||||
|                         Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; | ||||
|  | ||||
|                         // Determine the center point of each character at the baseline. | ||||
|                         Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; | ||||
|  | ||||
|                         // Need to translate all 4 vertices of each quad to aligned with center of character. | ||||
|                         // This is needed so the matrix TRS is applied at the origin for each character. | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter; | ||||
|  | ||||
|                         // Determine the random scale change for each character. | ||||
|                         float randomScale = Random.Range(0.95f, 1.05f); | ||||
|  | ||||
|                         // Setup the matrix for the scale change. | ||||
|                         matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale); | ||||
|  | ||||
|                         // Apply the scale change relative to the center of each character. | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); | ||||
|  | ||||
|                         // Revert the translation change. | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 0] += charCenter; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 1] += charCenter; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 2] += charCenter; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 3] += charCenter; | ||||
|  | ||||
|                         // Need to translate all 4 vertices of each quad to aligned with the center of the line. | ||||
|                         // This is needed so the matrix TRS is applied from the center of the line. | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine; | ||||
|  | ||||
|                         // Setup the matrix rotation. | ||||
|                         matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one); | ||||
|  | ||||
|                         // Apply the matrix TRS to the individual characters relative to the center of the current line. | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); | ||||
|  | ||||
|                         // Revert the translation change. | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; | ||||
|                         copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; | ||||
|                     } | ||||
|                 } | ||||
|  | ||||
|                 // Push changes into meshes | ||||
|                 for (int i = 0; i < textInfo.meshInfo.Length; i++) | ||||
|                 { | ||||
|                     textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; | ||||
|                     m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); | ||||
|                 } | ||||
|  | ||||
|                 yield return new WaitForSeconds(0.1f); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
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