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			548 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			548 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using System.Collections;
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using System.Collections.Generic;
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#pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available.
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namespace TMPro.Examples
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{
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    public class TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler
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    {
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        public RectTransform TextPopup_Prefab_01;
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        private RectTransform m_TextPopup_RectTransform;
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        private TextMeshProUGUI m_TextPopup_TMPComponent;
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        private const string k_LinkText = "You have selected link <#ffff00>";
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        private const string k_WordText = "Word Index: <#ffff00>";
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        private TextMeshProUGUI m_TextMeshPro;
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        private Canvas m_Canvas;
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        private Camera m_Camera;
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        // Flags
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        private bool isHoveringObject;
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        private int m_selectedWord = -1;
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        private int m_selectedLink = -1;
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        private int m_lastIndex = -1;
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        private Matrix4x4 m_matrix;
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        private TMP_MeshInfo[] m_cachedMeshInfoVertexData;
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        void Awake()
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        {
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            m_TextMeshPro = gameObject.GetComponent<TextMeshProUGUI>();
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            m_Canvas = gameObject.GetComponentInParent<Canvas>();
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            // Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay.
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            if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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                m_Camera = null;
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            else
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                m_Camera = m_Canvas.worldCamera;
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            // Create pop-up text object which is used to show the link information.
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            m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform;
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            m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false);
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            m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren<TextMeshProUGUI>();
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            m_TextPopup_RectTransform.gameObject.SetActive(false);
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        }
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        void OnEnable()
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        {
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            // Subscribe to event fired when text object has been regenerated.
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            TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
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        }
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        void OnDisable()
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        {
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            // UnSubscribe to event fired when text object has been regenerated.
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            TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
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        }
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        void ON_TEXT_CHANGED(Object obj)
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        {
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            if (obj == m_TextMeshPro)
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            {
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                // Update cached vertex data.
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                m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData();
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            }
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        }
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        void LateUpdate()
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        {
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            if (isHoveringObject)
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            {
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                // Check if Mouse Intersects any of the characters. If so, assign a random color.
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                #region Handle Character Selection
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                int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
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                // Undo Swap and Vertex Attribute changes.
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                if (charIndex == -1 || charIndex != m_lastIndex)
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                {
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                    RestoreCachedVertexAttributes(m_lastIndex);
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                    m_lastIndex = -1;
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                }
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                if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
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                {
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                    m_lastIndex = charIndex;
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                    // Get the index of the material / sub text object used by this character.
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                    int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;
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                    // Get the index of the first vertex of the selected character.
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                    int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
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                    // Get a reference to the vertices array.
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                    Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;
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                    // Determine the center point of the character.
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                    Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2;
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                    // Need to translate all 4 vertices of the character to aligned with middle of character / baseline.
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                    // This is needed so the matrix TRS is applied at the origin for each character.
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                    Vector3 offset = charMidBasline;
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                    // Translate the character to the middle baseline.
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                    vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset;
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                    vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset;
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                    vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset;
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                    vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset;
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                    float zoomFactor = 1.5f;
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                    // Setup the Matrix for the scale change.
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                    m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor);
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                    // Apply Matrix operation on the given character.
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                    vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
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                    vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
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                    vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
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                    vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
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                    // Translate the character back to its original position.
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                    vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset;
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                    vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset;
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                    vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset;
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                    vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset;
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                    // Change Vertex Colors of the highlighted character
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                    Color32 c = new Color32(255, 255, 192, 255);
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                    // Get a reference to the vertex color
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                    Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
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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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                    // Get a reference to the meshInfo of the selected character.
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                    TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex];
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                    // Get the index of the last character's vertex attributes.
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                    int lastVertexIndex = vertices.Length - 4;
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                    // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays.
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                    // We do this to make sure this character is rendered last and over other characters.
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                    meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);
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                    // Need to update the appropriate 
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                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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                }
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                #endregion
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                #region Word Selection Handling
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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, m_Camera);
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                // Clear previous word selection.
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                if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
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                {
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                    TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
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                    // Iterate through each of the characters of the word.
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                    for (int i = 0; i < wInfo.characterCount; i++)
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                    {
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                        int characterIndex = wInfo.firstCharacterIndex + i;
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                        // Get the index of the material / sub text object used by this character.
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                        int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
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                        // Get the index of the first vertex of this character.
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                        int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
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                        // Get a reference to the vertex color
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                        Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
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                        Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f);
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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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                    // Update Geometry
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                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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                    m_selectedWord = -1;
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                }
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                // Word Selection Handling
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                if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
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                {
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                    m_selectedWord = wordIndex;
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                    TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
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                    // Iterate through each of the characters of the word.
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                    for (int i = 0; i < wInfo.characterCount; i++)
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                    {
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                        int characterIndex = wInfo.firstCharacterIndex + i;
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                        // Get the index of the material / sub text object used by this character.
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                        int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
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                        int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
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                        // Get a reference to the vertex color
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                        Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
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                        Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f);
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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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                    // Update Geometry
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                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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                }
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                #endregion
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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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                // 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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                // 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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                    TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
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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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                    Vector3 worldPointInRectangle;
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                    RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);
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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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            else
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            {
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                // Restore any character that may have been modified
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                if (m_lastIndex != -1)
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                {
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                    RestoreCachedVertexAttributes(m_lastIndex);
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                    m_lastIndex = -1;
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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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            isHoveringObject = true;
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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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            isHoveringObject = false;
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        }
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        public void OnPointerClick(PointerEventData eventData)
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        {
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            //Debug.Log("Click at POS: " + eventData.position + "  World POS: " + eventData.worldPosition);
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            // Check if Mouse Intersects any of the characters. If so, assign a random color.
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            #region Character Selection Handling
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            /*
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            int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
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            if (charIndex != -1 && charIndex != m_lastIndex)
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            {
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                //Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position);
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                m_lastIndex = charIndex;
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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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                int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
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                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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                uiVertices[vertexIndex + 0].color = c;
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                uiVertices[vertexIndex + 1].color = c;
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                uiVertices[vertexIndex + 2].color = c;
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                uiVertices[vertexIndex + 3].color = c;
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                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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            }
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            */
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            #endregion
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            #region Word Selection Handling
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            //Check if Mouse intersects any words and if so assign a random color to that word.
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            /*
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            int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);
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            // Clear previous word selection.
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            if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
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            {
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                TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
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                // Get a reference to the uiVertices array.
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                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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                // Iterate through each of the characters of the word.
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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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                    Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f);
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                    uiVertices[vertexIndex + 0].color = c;
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                    uiVertices[vertexIndex + 1].color = c;
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                    uiVertices[vertexIndex + 2].color = c;
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                    uiVertices[vertexIndex + 3].color = c;
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                }
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                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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                m_selectedWord = -1;
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            }
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            // Handle word selection
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            if (wordIndex != -1 && wordIndex != m_selectedWord)
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            {
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                m_selectedWord = wordIndex;
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                TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
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                // Get a reference to the uiVertices array.
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                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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                // Iterate through each of the characters of the word.
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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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                    Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f);
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                    uiVertices[vertexIndex + 0].color = c;
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                    uiVertices[vertexIndex + 1].color = c;
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                    uiVertices[vertexIndex + 2].color = c;
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                    uiVertices[vertexIndex + 3].color = c;
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                }
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                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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            }
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            */
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            #endregion
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            #region Link Selection Handling
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            /*
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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 linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
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            if (linkIndex != -1)
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            {
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                TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
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                int linkHashCode = linkInfo.hashCode;
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                //Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02"));
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                switch (linkHashCode)
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                {
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                    case 291445: // id_01
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                        if (m_LinkObject01 == null)
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                            m_LinkObject01 = Instantiate(Link_01_Prefab);
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						|
                        else
 | 
						|
                        {
 | 
						|
                            m_LinkObject01.gameObject.SetActive(true);
 | 
						|
                        }
 | 
						|
 | 
						|
                        break;
 | 
						|
                    case 291446: // id_02
 | 
						|
                        break;
 | 
						|
 | 
						|
                }
 | 
						|
 | 
						|
                // Example of how to modify vertex attributes like colors
 | 
						|
                #region Vertex Attribute Modification Example
 | 
						|
                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
 | 
						|
 | 
						|
                Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
 | 
						|
                for (int i = 0; i < linkInfo.characterCount; i++)
 | 
						|
                {
 | 
						|
                    TMP_CharacterInfo cInfo = m_TextMeshPro.textInfo.characterInfo[linkInfo.firstCharacterIndex + i];
 | 
						|
 | 
						|
                    if (!cInfo.isVisible) continue; // Skip invisible characters.
 | 
						|
 | 
						|
                    int vertexIndex = cInfo.vertexIndex;
 | 
						|
 | 
						|
                    uiVertices[vertexIndex + 0].color = c;
 | 
						|
                    uiVertices[vertexIndex + 1].color = c;
 | 
						|
                    uiVertices[vertexIndex + 2].color = c;
 | 
						|
                    uiVertices[vertexIndex + 3].color = c;
 | 
						|
                }
 | 
						|
 | 
						|
                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
 | 
						|
                #endregion
 | 
						|
            }
 | 
						|
            */
 | 
						|
            #endregion
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
        public void OnPointerUp(PointerEventData eventData)
 | 
						|
        {
 | 
						|
            //Debug.Log("OnPointerUp()");
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
        void RestoreCachedVertexAttributes(int index)
 | 
						|
        {
 | 
						|
            if (index == -1 || index > m_TextMeshPro.textInfo.characterCount - 1) return;
 | 
						|
 | 
						|
            // Get the index of the material / sub text object used by this character.
 | 
						|
            int materialIndex = m_TextMeshPro.textInfo.characterInfo[index].materialReferenceIndex;
 | 
						|
 | 
						|
            // Get the index of the first vertex of the selected character.
 | 
						|
            int vertexIndex = m_TextMeshPro.textInfo.characterInfo[index].vertexIndex;
 | 
						|
 | 
						|
            // Restore Vertices
 | 
						|
            // Get a reference to the cached / original vertices.
 | 
						|
            Vector3[] src_vertices = m_cachedMeshInfoVertexData[materialIndex].vertices;
 | 
						|
 | 
						|
            // Get a reference to the vertices that we need to replace.
 | 
						|
            Vector3[] dst_vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;
 | 
						|
 | 
						|
            // Restore / Copy vertices from source to destination
 | 
						|
            dst_vertices[vertexIndex + 0] = src_vertices[vertexIndex + 0];
 | 
						|
            dst_vertices[vertexIndex + 1] = src_vertices[vertexIndex + 1];
 | 
						|
            dst_vertices[vertexIndex + 2] = src_vertices[vertexIndex + 2];
 | 
						|
            dst_vertices[vertexIndex + 3] = src_vertices[vertexIndex + 3];
 | 
						|
 | 
						|
            // Restore Vertex Colors
 | 
						|
            // Get a reference to the vertex colors we need to replace.
 | 
						|
            Color32[] dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
 | 
						|
 | 
						|
            // Get a reference to the cached / original vertex colors.
 | 
						|
            Color32[] src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;
 | 
						|
 | 
						|
            // Copy the vertex colors from source to destination.
 | 
						|
            dst_colors[vertexIndex + 0] = src_colors[vertexIndex + 0];
 | 
						|
            dst_colors[vertexIndex + 1] = src_colors[vertexIndex + 1];
 | 
						|
            dst_colors[vertexIndex + 2] = src_colors[vertexIndex + 2];
 | 
						|
            dst_colors[vertexIndex + 3] = src_colors[vertexIndex + 3];
 | 
						|
 | 
						|
            // Restore UV0S
 | 
						|
            // UVS0
 | 
						|
            Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;
 | 
						|
            Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;
 | 
						|
            dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0];
 | 
						|
            dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1];
 | 
						|
            dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2];
 | 
						|
            dst_uv0s[vertexIndex + 3] = src_uv0s[vertexIndex + 3];
 | 
						|
 | 
						|
            // UVS2
 | 
						|
            Vector2[] src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;
 | 
						|
            Vector2[] dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;
 | 
						|
            dst_uv2s[vertexIndex + 0] = src_uv2s[vertexIndex + 0];
 | 
						|
            dst_uv2s[vertexIndex + 1] = src_uv2s[vertexIndex + 1];
 | 
						|
            dst_uv2s[vertexIndex + 2] = src_uv2s[vertexIndex + 2];
 | 
						|
            dst_uv2s[vertexIndex + 3] = src_uv2s[vertexIndex + 3];
 | 
						|
 | 
						|
 | 
						|
            // Restore last vertex attribute as we swapped it as well
 | 
						|
            int lastIndex = (src_vertices.Length / 4 - 1) * 4;
 | 
						|
 | 
						|
            // Vertices
 | 
						|
            dst_vertices[lastIndex + 0] = src_vertices[lastIndex + 0];
 | 
						|
            dst_vertices[lastIndex + 1] = src_vertices[lastIndex + 1];
 | 
						|
            dst_vertices[lastIndex + 2] = src_vertices[lastIndex + 2];
 | 
						|
            dst_vertices[lastIndex + 3] = src_vertices[lastIndex + 3];
 | 
						|
 | 
						|
            // Vertex Colors
 | 
						|
            src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;
 | 
						|
            dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
 | 
						|
            dst_colors[lastIndex + 0] = src_colors[lastIndex + 0];
 | 
						|
            dst_colors[lastIndex + 1] = src_colors[lastIndex + 1];
 | 
						|
            dst_colors[lastIndex + 2] = src_colors[lastIndex + 2];
 | 
						|
            dst_colors[lastIndex + 3] = src_colors[lastIndex + 3];
 | 
						|
 | 
						|
            // UVS0
 | 
						|
            src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;
 | 
						|
            dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;
 | 
						|
            dst_uv0s[lastIndex + 0] = src_uv0s[lastIndex + 0];
 | 
						|
            dst_uv0s[lastIndex + 1] = src_uv0s[lastIndex + 1];
 | 
						|
            dst_uv0s[lastIndex + 2] = src_uv0s[lastIndex + 2];
 | 
						|
            dst_uv0s[lastIndex + 3] = src_uv0s[lastIndex + 3];
 | 
						|
 | 
						|
            // UVS2
 | 
						|
            src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;
 | 
						|
            dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;
 | 
						|
            dst_uv2s[lastIndex + 0] = src_uv2s[lastIndex + 0];
 | 
						|
            dst_uv2s[lastIndex + 1] = src_uv2s[lastIndex + 1];
 | 
						|
            dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2];
 | 
						|
            dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3];
 | 
						|
 | 
						|
            // Need to update the appropriate 
 | 
						|
            m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |