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			548 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			548 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine;
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| using UnityEngine.Events;
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| using UnityEngine.EventSystems;
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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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| #pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available.
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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 TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler
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|     {
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|         public RectTransform TextPopup_Prefab_01;
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| 
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|         private RectTransform m_TextPopup_RectTransform;
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|         private TextMeshProUGUI m_TextPopup_TMPComponent;
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|         private const string k_LinkText = "You have selected link <#ffff00>";
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|         private const string k_WordText = "Word Index: <#ffff00>";
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| 
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| 
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|         private TextMeshProUGUI m_TextMeshPro;
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|         private Canvas m_Canvas;
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|         private Camera m_Camera;
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| 
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|         // Flags
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|         private bool isHoveringObject;
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|         private int m_selectedWord = -1;
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|         private int m_selectedLink = -1;
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|         private int m_lastIndex = -1;
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| 
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|         private Matrix4x4 m_matrix;
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| 
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|         private TMP_MeshInfo[] m_cachedMeshInfoVertexData;
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| 
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|         void Awake()
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|         {
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|             m_TextMeshPro = gameObject.GetComponent<TextMeshProUGUI>();
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| 
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| 
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|             m_Canvas = gameObject.GetComponentInParent<Canvas>();
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| 
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|             // Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay.
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|             if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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|                 m_Camera = null;
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|             else
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|                 m_Camera = m_Canvas.worldCamera;
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| 
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|             // Create pop-up text object which is used to show the link information.
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|             m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform;
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|             m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false);
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|             m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren<TextMeshProUGUI>();
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|             m_TextPopup_RectTransform.gameObject.SetActive(false);
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|         }
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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 ON_TEXT_CHANGED(Object obj)
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|         {
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|             if (obj == m_TextMeshPro)
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|             {
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|                 // Update cached vertex data.
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|                 m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData();
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|             }
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|         }
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| 
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| 
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|         void LateUpdate()
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|         {
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|             if (isHoveringObject)
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|             {
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|                 // Check if Mouse Intersects any of the characters. If so, assign a random color.
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|                 #region Handle Character Selection
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|                 int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
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| 
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|                 // Undo Swap and Vertex Attribute changes.
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|                 if (charIndex == -1 || charIndex != m_lastIndex)
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|                 {
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|                     RestoreCachedVertexAttributes(m_lastIndex);
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|                     m_lastIndex = -1;
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|                 }
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| 
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|                 if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
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|                 {
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|                     m_lastIndex = charIndex;
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| 
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|                     // Get the index of the material / sub text object used by this character.
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|                     int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;
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| 
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|                     // Get the index of the first vertex of the selected character.
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|                     int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
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| 
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|                     // Get a reference to the vertices array.
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|                     Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;
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| 
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|                     // Determine the center point of the character.
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|                     Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2;
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| 
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|                     // Need to translate all 4 vertices of the character 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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|                     // Translate the character to the middle baseline.
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|                     vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset;
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|                     vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset;
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|                     vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset;
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|                     vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset;
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| 
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|                     float zoomFactor = 1.5f;
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| 
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|                     // Setup the Matrix for the scale change.
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|                     m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor);
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| 
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|                     // Apply Matrix operation on the given character.
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|                     vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
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|                     vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
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|                     vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
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|                     vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
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| 
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|                     // Translate the character back to its original position.
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|                     vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset;
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|                     vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset;
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|                     vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset;
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|                     vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset;
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| 
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|                     // Change Vertex Colors of the highlighted character
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|                     Color32 c = new Color32(255, 255, 192, 255);
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| 
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|                     // Get a reference to the vertex color
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|                     Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
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| 
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|                     vertexColors[vertexIndex + 0] = c;
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|                     vertexColors[vertexIndex + 1] = c;
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|                     vertexColors[vertexIndex + 2] = c;
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|                     vertexColors[vertexIndex + 3] = c;
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| 
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| 
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|                     // Get a reference to the meshInfo of the selected character.
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|                     TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex];
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| 
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|                     // Get the index of the last character's vertex attributes.
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|                     int lastVertexIndex = vertices.Length - 4;
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| 
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|                     // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays.
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|                     // We do this to make sure this character is rendered last and over other characters.
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|                     meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);
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| 
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|                     // Need to update the appropriate 
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|                     m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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|                 }
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|                 #endregion
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| 
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| 
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|                 #region Word Selection Handling
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|                 //Check if Mouse intersects any words and if so assign a random color to that word.
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|                 int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);
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| 
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|                 // Clear previous word selection.
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|                 if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
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|                 {
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|                     TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
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| 
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|                     // Iterate through each of the characters of the word.
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|                     for (int i = 0; i < wInfo.characterCount; i++)
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|                     {
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|                         int characterIndex = wInfo.firstCharacterIndex + i;
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| 
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|                         // Get the index of the material / sub text object used by this character.
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|                         int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
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| 
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|                         // Get the index of the first vertex of this character.
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|                         int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
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| 
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|                         // Get a reference to the vertex color
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|                         Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
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| 
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|                         Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f);
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| 
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|                         vertexColors[vertexIndex + 0] = c;
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|                         vertexColors[vertexIndex + 1] = c;
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|                         vertexColors[vertexIndex + 2] = c;
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|                         vertexColors[vertexIndex + 3] = c;
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|                     }
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| 
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|                     // Update Geometry
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|                     m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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| 
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|                     m_selectedWord = -1;
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|                 }
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| 
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| 
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|                 // Word Selection Handling
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|                 if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
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|                 {
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|                     m_selectedWord = wordIndex;
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| 
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|                     TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
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| 
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|                     // Iterate through each of the characters of the word.
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|                     for (int i = 0; i < wInfo.characterCount; i++)
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|                     {
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|                         int characterIndex = wInfo.firstCharacterIndex + i;
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| 
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|                         // Get the index of the material / sub text object used by this character.
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|                         int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
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| 
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|                         int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
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| 
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|                         // Get a reference to the vertex color
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|                         Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
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| 
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|                         Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f);
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| 
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|                         vertexColors[vertexIndex + 0] = c;
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|                         vertexColors[vertexIndex + 1] = c;
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|                         vertexColors[vertexIndex + 2] = c;
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|                         vertexColors[vertexIndex + 3] = c;
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|                     }
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| 
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|                     // Update Geometry
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|                     m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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| 
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|                 }
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|                 #endregion
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| 
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| 
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|                 #region Example of Link Handling
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|                 // Check if mouse intersects with any links.
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|                 int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
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| 
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|                 // Clear previous link selection if one existed.
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|                 if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink)
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|                 {
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|                     m_TextPopup_RectTransform.gameObject.SetActive(false);
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|                     m_selectedLink = -1;
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|                 }
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| 
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|                 // Handle new Link selection.
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|                 if (linkIndex != -1 && linkIndex != m_selectedLink)
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|                 {
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|                     m_selectedLink = linkIndex;
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| 
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|                     TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
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| 
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|                     // Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\"   Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.
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| 
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|                     Vector3 worldPointInRectangle;
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|                     RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);
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| 
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|                     switch (linkInfo.GetLinkID())
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|                     {
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|                         case "id_01": // 100041637: // id_01
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|                             m_TextPopup_RectTransform.position = worldPointInRectangle;
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|                             m_TextPopup_RectTransform.gameObject.SetActive(true);
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|                             m_TextPopup_TMPComponent.text = k_LinkText + " ID 01";
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|                             break;
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|                         case "id_02": // 100041638: // id_02
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|                             m_TextPopup_RectTransform.position = worldPointInRectangle;
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|                             m_TextPopup_RectTransform.gameObject.SetActive(true);
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|                             m_TextPopup_TMPComponent.text = k_LinkText + " ID 02";
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|                             break;
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|                     }
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|                 }
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|                 #endregion
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| 
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|             }
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|             else
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|             {
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|                 // Restore any character that may have been modified
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|                 if (m_lastIndex != -1)
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|                 {
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|                     RestoreCachedVertexAttributes(m_lastIndex);
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|                     m_lastIndex = -1;
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|                 }
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|             }
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|             
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|         }
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| 
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| 
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|         public void OnPointerEnter(PointerEventData eventData)
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|         {
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|             //Debug.Log("OnPointerEnter()");
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|             isHoveringObject = true;
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|         }
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| 
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| 
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|         public void OnPointerExit(PointerEventData eventData)
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|         {
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|             //Debug.Log("OnPointerExit()");
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|             isHoveringObject = false;
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|         }
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| 
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| 
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|         public void OnPointerClick(PointerEventData eventData)
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|         {
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|             //Debug.Log("Click at POS: " + eventData.position + "  World POS: " + eventData.worldPosition);
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| 
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|             // Check if Mouse Intersects any of the characters. If so, assign a random color.
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|             #region Character Selection Handling
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|             /*
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|             int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
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|             if (charIndex != -1 && charIndex != m_lastIndex)
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|             {
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|                 //Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position);
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|                 m_lastIndex = charIndex;
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| 
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|                 Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
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|                 int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
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| 
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|                 UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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| 
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|                 uiVertices[vertexIndex + 0].color = c;
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|                 uiVertices[vertexIndex + 1].color = c;
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|                 uiVertices[vertexIndex + 2].color = c;
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|                 uiVertices[vertexIndex + 3].color = c;
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| 
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|                 m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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|             }
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|             */
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|             #endregion
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| 
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| 
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|             #region Word Selection Handling
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|             //Check if Mouse intersects any words and if so assign a random color to that word.
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|             /*
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|             int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);
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| 
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|             // Clear previous word selection.
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|             if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
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|             {
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|                 TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
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| 
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|                 // Get a reference to the uiVertices array.
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|                 UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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| 
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|                 // Iterate through each of the characters of the word.
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|                 for (int i = 0; i < wInfo.characterCount; i++)
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|                 {
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|                     int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
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| 
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|                     Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f);
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| 
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|                     uiVertices[vertexIndex + 0].color = c;
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|                     uiVertices[vertexIndex + 1].color = c;
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|                     uiVertices[vertexIndex + 2].color = c;
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|                     uiVertices[vertexIndex + 3].color = c;
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|                 }
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| 
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|                 m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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| 
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|                 m_selectedWord = -1;
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|             }
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| 
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|             // Handle word selection
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|             if (wordIndex != -1 && wordIndex != m_selectedWord)
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|             {
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|                 m_selectedWord = wordIndex;
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| 
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|                 TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
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| 
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|                 // Get a reference to the uiVertices array.
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|                 UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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| 
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|                 // Iterate through each of the characters of the word.
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|                 for (int i = 0; i < wInfo.characterCount; i++)
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|                 {
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|                     int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
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| 
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|                     Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f);
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| 
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|                     uiVertices[vertexIndex + 0].color = c;
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|                     uiVertices[vertexIndex + 1].color = c;
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|                     uiVertices[vertexIndex + 2].color = c;
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|                     uiVertices[vertexIndex + 3].color = c;
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|                 }
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| 
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|                 m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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|             }
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|             */
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|             #endregion
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| 
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| 
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|             #region Link Selection Handling
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|             /*
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|             // Check if Mouse intersects any words and if so assign a random color to that word.
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|             int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
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|             if (linkIndex != -1)
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|             {
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|                 TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
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|                 int linkHashCode = linkInfo.hashCode;
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| 
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|                 //Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02"));
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| 
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|                 switch (linkHashCode)
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|                 {
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|                     case 291445: // id_01
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|                         if (m_LinkObject01 == null)
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|                             m_LinkObject01 = Instantiate(Link_01_Prefab);
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|                         else
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|                         {
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|                             m_LinkObject01.gameObject.SetActive(true);
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|                         }
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| 
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|                         break;
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|                     case 291446: // id_02
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|                         break;
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| 
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|                 }
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| 
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|                 // Example of how to modify vertex attributes like colors
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|                 #region Vertex Attribute Modification Example
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|                 UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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| 
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|                 Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
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|                 for (int i = 0; i < linkInfo.characterCount; i++)
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|                 {
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|                     TMP_CharacterInfo cInfo = m_TextMeshPro.textInfo.characterInfo[linkInfo.firstCharacterIndex + i];
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| 
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|                     if (!cInfo.isVisible) continue; // Skip invisible characters.
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| 
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|                     int vertexIndex = cInfo.vertexIndex;
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| 
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|                     uiVertices[vertexIndex + 0].color = c;
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|                     uiVertices[vertexIndex + 1].color = c;
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|                     uiVertices[vertexIndex + 2].color = c;
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|                     uiVertices[vertexIndex + 3].color = c;
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|                 }
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| 
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|                 m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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|                 #endregion
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|             }
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|             */
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|             #endregion
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|         }
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| 
 | |
| 
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|         public void OnPointerUp(PointerEventData eventData)
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|         {
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|             //Debug.Log("OnPointerUp()");
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|         }
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| 
 | |
| 
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|         void RestoreCachedVertexAttributes(int index)
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|         {
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|             if (index == -1 || index > m_TextMeshPro.textInfo.characterCount - 1) return;
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| 
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|             // Get the index of the material / sub text object used by this character.
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|             int materialIndex = m_TextMeshPro.textInfo.characterInfo[index].materialReferenceIndex;
 | |
| 
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|             // Get the index of the first vertex of the selected character.
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|             int vertexIndex = m_TextMeshPro.textInfo.characterInfo[index].vertexIndex;
 | |
| 
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|             // Restore Vertices
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|             // Get a reference to the cached / original vertices.
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|             Vector3[] src_vertices = m_cachedMeshInfoVertexData[materialIndex].vertices;
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| 
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|             // Get a reference to the vertices that we need to replace.
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|             Vector3[] dst_vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;
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| 
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|             // Restore / Copy vertices from source to destination
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|             dst_vertices[vertexIndex + 0] = src_vertices[vertexIndex + 0];
 | |
|             dst_vertices[vertexIndex + 1] = src_vertices[vertexIndex + 1];
 | |
|             dst_vertices[vertexIndex + 2] = src_vertices[vertexIndex + 2];
 | |
|             dst_vertices[vertexIndex + 3] = src_vertices[vertexIndex + 3];
 | |
| 
 | |
|             // Restore Vertex Colors
 | |
|             // Get a reference to the vertex colors we need to replace.
 | |
|             Color32[] dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
 | |
| 
 | |
|             // Get a reference to the cached / original vertex colors.
 | |
|             Color32[] src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;
 | |
| 
 | |
|             // Copy the vertex colors from source to destination.
 | |
|             dst_colors[vertexIndex + 0] = src_colors[vertexIndex + 0];
 | |
|             dst_colors[vertexIndex + 1] = src_colors[vertexIndex + 1];
 | |
|             dst_colors[vertexIndex + 2] = src_colors[vertexIndex + 2];
 | |
|             dst_colors[vertexIndex + 3] = src_colors[vertexIndex + 3];
 | |
| 
 | |
|             // Restore UV0S
 | |
|             // UVS0
 | |
|             Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;
 | |
|             Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;
 | |
|             dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0];
 | |
|             dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1];
 | |
|             dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2];
 | |
|             dst_uv0s[vertexIndex + 3] = src_uv0s[vertexIndex + 3];
 | |
| 
 | |
|             // UVS2
 | |
|             Vector2[] src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;
 | |
|             Vector2[] dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;
 | |
|             dst_uv2s[vertexIndex + 0] = src_uv2s[vertexIndex + 0];
 | |
|             dst_uv2s[vertexIndex + 1] = src_uv2s[vertexIndex + 1];
 | |
|             dst_uv2s[vertexIndex + 2] = src_uv2s[vertexIndex + 2];
 | |
|             dst_uv2s[vertexIndex + 3] = src_uv2s[vertexIndex + 3];
 | |
| 
 | |
| 
 | |
|             // Restore last vertex attribute as we swapped it as well
 | |
|             int lastIndex = (src_vertices.Length / 4 - 1) * 4;
 | |
| 
 | |
|             // Vertices
 | |
|             dst_vertices[lastIndex + 0] = src_vertices[lastIndex + 0];
 | |
|             dst_vertices[lastIndex + 1] = src_vertices[lastIndex + 1];
 | |
|             dst_vertices[lastIndex + 2] = src_vertices[lastIndex + 2];
 | |
|             dst_vertices[lastIndex + 3] = src_vertices[lastIndex + 3];
 | |
| 
 | |
|             // Vertex Colors
 | |
|             src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;
 | |
|             dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
 | |
|             dst_colors[lastIndex + 0] = src_colors[lastIndex + 0];
 | |
|             dst_colors[lastIndex + 1] = src_colors[lastIndex + 1];
 | |
|             dst_colors[lastIndex + 2] = src_colors[lastIndex + 2];
 | |
|             dst_colors[lastIndex + 3] = src_colors[lastIndex + 3];
 | |
| 
 | |
|             // UVS0
 | |
|             src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;
 | |
|             dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;
 | |
|             dst_uv0s[lastIndex + 0] = src_uv0s[lastIndex + 0];
 | |
|             dst_uv0s[lastIndex + 1] = src_uv0s[lastIndex + 1];
 | |
|             dst_uv0s[lastIndex + 2] = src_uv0s[lastIndex + 2];
 | |
|             dst_uv0s[lastIndex + 3] = src_uv0s[lastIndex + 3];
 | |
| 
 | |
|             // UVS2
 | |
|             src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;
 | |
|             dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;
 | |
|             dst_uv2s[lastIndex + 0] = src_uv2s[lastIndex + 0];
 | |
|             dst_uv2s[lastIndex + 1] = src_uv2s[lastIndex + 1];
 | |
|             dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2];
 | |
|             dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3];
 | |
| 
 | |
|             // Need to update the appropriate 
 | |
|             m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
 | |
|         }
 | |
|     }
 | |
| }
 | 
