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			145 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			145 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine;
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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 WarpTextExample : MonoBehaviour
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|     {
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| 
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|         private TMP_Text m_TextComponent;
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| 
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|         public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f));
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|         public float AngleMultiplier = 1.0f;
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|         public float SpeedMultiplier = 1.0f;
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|         public float CurveScale = 1.0f;
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| 
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|         void Awake()
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|         {
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|             m_TextComponent = gameObject.GetComponent<TMP_Text>();
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|         }
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| 
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| 
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|         void Start()
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|         {
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|             StartCoroutine(WarpText());
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|         }
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| 
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| 
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|         private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
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|         {
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|             AnimationCurve newCurve = new AnimationCurve();
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| 
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|             newCurve.keys = curve.keys;
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| 
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|             return newCurve;
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|         }
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| 
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| 
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|         /// <summary>
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|         ///  Method to curve text along a Unity animation curve.
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|         /// </summary>
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|         /// <param name="textComponent"></param>
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|         /// <returns></returns>
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|         IEnumerator WarpText()
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|         {
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|             VertexCurve.preWrapMode = WrapMode.Clamp;
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|             VertexCurve.postWrapMode = WrapMode.Clamp;
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| 
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|             //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
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| 
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|             Vector3[] vertices;
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|             Matrix4x4 matrix;
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| 
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|             m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
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|             CurveScale *= 10;
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|             float old_CurveScale = CurveScale;
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|             AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
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| 
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|             while (true)
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|             {
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|                 if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value)
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|                 {
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|                     yield return null;
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|                     continue;
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|                 }
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| 
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|                 old_CurveScale = CurveScale;
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|                 old_curve = CopyAnimationCurve(VertexCurve);
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| 
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|                 m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
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| 
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|                 TMP_TextInfo textInfo = m_TextComponent.textInfo;
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|                 int characterCount = textInfo.characterCount;
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| 
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| 
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|                 if (characterCount == 0) continue;
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| 
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|                 //vertices = textInfo.meshInfo[0].vertices;
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|                 //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
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| 
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|                 float boundsMinX = m_TextComponent.bounds.min.x;  //textInfo.meshInfo[0].mesh.bounds.min.x;
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|                 float boundsMaxX = m_TextComponent.bounds.max.x;  //textInfo.meshInfo[0].mesh.bounds.max.x;
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| 
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| 
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| 
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|                 for (int i = 0; i < characterCount; i++)
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|                 {
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|                     if (!textInfo.characterInfo[i].isVisible)
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|                         continue;
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| 
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|                     int vertexIndex = textInfo.characterInfo[i].vertexIndex;
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| 
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|                     // Get the index of the mesh used by this character.
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|                     int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
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| 
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|                     vertices = textInfo.meshInfo[materialIndex].vertices;
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| 
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|                     // Compute the baseline mid point for each character
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|                     Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
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|                     //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);
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| 
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|                     // Apply offset to adjust our pivot point.
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|                     vertices[vertexIndex + 0] += -offsetToMidBaseline;
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|                     vertices[vertexIndex + 1] += -offsetToMidBaseline;
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|                     vertices[vertexIndex + 2] += -offsetToMidBaseline;
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|                     vertices[vertexIndex + 3] += -offsetToMidBaseline;
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| 
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|                     // Compute the angle of rotation for each character based on the animation curve
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|                     float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
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|                     float x1 = x0 + 0.0001f;
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|                     float y0 = VertexCurve.Evaluate(x0) * CurveScale;
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|                     float y1 = VertexCurve.Evaluate(x1) * CurveScale;
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| 
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|                     Vector3 horizontal = new Vector3(1, 0, 0);
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|                     //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
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|                     Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);
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| 
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|                     float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
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|                     Vector3 cross = Vector3.Cross(horizontal, tangent);
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|                     float angle = cross.z > 0 ? dot : 360 - dot;
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| 
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|                     matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);
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| 
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|                     vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
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|                     vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
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|                     vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
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|                     vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
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| 
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|                     vertices[vertexIndex + 0] += offsetToMidBaseline;
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|                     vertices[vertexIndex + 1] += offsetToMidBaseline;
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|                     vertices[vertexIndex + 2] += offsetToMidBaseline;
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|                     vertices[vertexIndex + 3] += offsetToMidBaseline;
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|                 }
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| 
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| 
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|                 // Upload the mesh with the revised information
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|                 m_TextComponent.UpdateVertexData();
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| 
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|                 yield return new WaitForSeconds(0.025f);
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|             }
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|         }
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|     }
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| }
 | 
