mirror of
				https://github.com/DerTyp7/fps-citybuild-unity.git
				synced 2025-10-31 13:17:07 +01:00 
			
		
		
		
	Interactable Class
This commit is contained in:
		
							
								
								
									
										192
									
								
								Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										192
									
								
								Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,192 @@ | ||||
| using UnityEngine; | ||||
| using System.Linq; | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
|  | ||||
|  | ||||
| namespace TMPro.Examples | ||||
| { | ||||
|  | ||||
|     public class VertexZoom : 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() | ||||
|         { | ||||
|             // UnSubscribe to event fired when text object has been regenerated. | ||||
|             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; | ||||
|             TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData(); | ||||
|  | ||||
|             // Allocations for sorting of the modified scales | ||||
|             List<float> modifiedCharScale = new List<float>(); | ||||
|             List<int> scaleSortingOrder = new List<int>(); | ||||
|  | ||||
|             hasTextChanged = true; | ||||
|  | ||||
|             while (true) | ||||
|             { | ||||
|                 // Allocate new vertices  | ||||
|                 if (hasTextChanged) | ||||
|                 { | ||||
|                     // Get updated vertex data | ||||
|                     cachedMeshInfoVertexData = 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; | ||||
|                 } | ||||
|  | ||||
|                 // Clear list of character scales | ||||
|                 modifiedCharScale.Clear(); | ||||
|                 scaleSortingOrder.Clear(); | ||||
|  | ||||
|                 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; | ||||
|  | ||||
|                     // 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 = cachedMeshInfoVertexData[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; | ||||
|  | ||||
|                     //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); | ||||
|  | ||||
|                     // Determine the random scale change for each character. | ||||
|                     float randomScale = Random.Range(1f, 1.5f); | ||||
|                      | ||||
|                     // Add modified scale and index | ||||
|                     modifiedCharScale.Add(randomScale); | ||||
|                     scaleSortingOrder.Add(modifiedCharScale.Count - 1); | ||||
|  | ||||
|                     // Setup the matrix for the scale change. | ||||
|                     //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale); | ||||
|                     matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale); | ||||
|  | ||||
|                     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; | ||||
|  | ||||
|                     // Restore Source UVS which have been modified by the sorting | ||||
|                     Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0; | ||||
|                     Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0; | ||||
|  | ||||
|                     destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0]; | ||||
|                     destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1]; | ||||
|                     destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2]; | ||||
|                     destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3]; | ||||
|  | ||||
|                     // Restore Source Vertex Colors | ||||
|                     Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32; | ||||
|                     Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32; | ||||
|  | ||||
|                     destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0]; | ||||
|                     destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1]; | ||||
|                     destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2]; | ||||
|                     destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3]; | ||||
|                 } | ||||
|  | ||||
|                 // Push changes into meshes | ||||
|                 for (int i = 0; i < textInfo.meshInfo.Length; i++) | ||||
|                 { | ||||
|                     //// Sort Quads based modified scale | ||||
|                     scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b])); | ||||
|  | ||||
|                     textInfo.meshInfo[i].SortGeometry(scaleSortingOrder); | ||||
|  | ||||
|                     // Updated modified vertex attributes | ||||
|                     textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; | ||||
|                     textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0; | ||||
|                     textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32; | ||||
|  | ||||
|                     m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); | ||||
|                 } | ||||
|  | ||||
|                 yield return new WaitForSeconds(0.1f); | ||||
|             } | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
		Reference in New Issue
	
	Block a user
	 DerTyp187
					DerTyp187