mirror of
				https://github.com/DerTyp7/fps-citybuild-unity.git
				synced 2025-11-04 06:28:59 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			192 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			192 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
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);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
    }
 | 
						|
} |