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			158 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine;
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| using UnityEngine.EventSystems;
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| using System.Collections;
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| 
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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_A : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
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|     {
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|         private TextMeshPro m_TextMeshPro;
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| 
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|         private Camera m_Camera;
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| 
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|         private bool m_isHoveringObject;
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|         private int m_selectedLink = -1;
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|         private int m_lastCharIndex = -1;
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|         private int m_lastWordIndex = -1;
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| 
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|         void Awake()
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|         {
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|             m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
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|             m_Camera = Camera.main;
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| 
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|             // Force generation of the text object so we have valid data to work with. This is needed since LateUpdate() will be called before the text object has a chance to generated when entering play mode.
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|             m_TextMeshPro.ForceMeshUpdate();
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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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|             m_isHoveringObject = false;
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| 
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|             if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextMeshPro.rectTransform, Input.mousePosition, Camera.main))
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|             {
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|                 m_isHoveringObject = true;
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|             }
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| 
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|             if (m_isHoveringObject)
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|             {
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|                 #region Example of Character Selection
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|                 int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, Camera.main, true);
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|                 if (charIndex != -1 && charIndex != m_lastCharIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
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|                 {
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|                     //Debug.Log("[" + m_TextMeshPro.textInfo.characterInfo[charIndex].character + "] has been selected.");
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| 
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|                     m_lastCharIndex = charIndex;
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| 
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|                     int meshIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;
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| 
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|                     int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
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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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| 
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|                     Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].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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|                     //m_TextMeshPro.mesh.colors32 = vertexColors;
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|                     m_TextMeshPro.textInfo.meshInfo[meshIndex].mesh.colors32 = vertexColors;
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|                 }
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|                 #endregion
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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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|                     // The following provides an example of how to access the link properties.
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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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| 
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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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|                 #region Example of Word Selection
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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, Camera.main);
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|                 if (wordIndex != -1 && wordIndex != m_lastWordIndex)
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|                 {
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|                     m_lastWordIndex = 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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|                     Vector3 wordPOS = m_TextMeshPro.transform.TransformPoint(m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex].bottomLeft);
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|                     wordPOS = Camera.main.WorldToScreenPoint(wordPOS);
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| 
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|                     //Debug.Log("Mouse Position: " + Input.mousePosition.ToString("f3") + "  Word Position: " + wordPOS.ToString("f3"));
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| 
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|                     Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[0].colors32;
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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 < 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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|                         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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|                     m_TextMeshPro.mesh.colors32 = vertexColors;
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|                 }
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|                 #endregion
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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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|             m_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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|             m_isHoveringObject = false;
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|         }
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| 
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|     }
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| }
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