mirror of
				https://github.com/DerTyp7/fps-citybuild-unity.git
				synced 2025-11-03 22:18:58 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			185 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
    }
 | 
						|
} |