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			175 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			175 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			C#
		
	
using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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    public class VertexJitter : MonoBehaviour
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    {
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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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        private TMP_Text m_TextComponent;
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        private bool hasTextChanged;
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        /// <summary>
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        /// Structure to hold pre-computed animation data.
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        /// </summary>
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        private struct VertexAnim
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        {
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            public float angleRange;
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            public float angle;
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            public float speed;
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        }
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        void Awake()
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        {
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            m_TextComponent = GetComponent<TMP_Text>();
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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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            TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
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        }
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        void Start()
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        {
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            StartCoroutine(AnimateVertexColors());
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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_TextComponent)
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                hasTextChanged = true;
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        }
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        /// <summary>
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        /// Method to animate vertex colors of a TMP Text object.
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        /// </summary>
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        /// <returns></returns>
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        IEnumerator AnimateVertexColors()
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        {
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            // 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.
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            // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
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            m_TextComponent.ForceMeshUpdate();
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            TMP_TextInfo textInfo = m_TextComponent.textInfo;
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            Matrix4x4 matrix;
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            int loopCount = 0;
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            hasTextChanged = true;
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            // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
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            VertexAnim[] vertexAnim = new VertexAnim[1024];
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            for (int i = 0; i < 1024; i++)
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            {
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                vertexAnim[i].angleRange = Random.Range(10f, 25f);
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                vertexAnim[i].speed = Random.Range(1f, 3f);
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            }
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            // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
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            TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
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            while (true)
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            {
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                // Get new copy of vertex data if the text has changed.
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                if (hasTextChanged)
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                {
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                    // Update the copy of the vertex data for the text object.
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                    cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
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                    hasTextChanged = false;
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                }
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                int characterCount = textInfo.characterCount;
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                // If No Characters then just yield and wait for some text to be added
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                if (characterCount == 0)
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                {
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                    yield return new WaitForSeconds(0.25f);
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                    continue;
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                }
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                for (int i = 0; i < characterCount; i++)
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                {
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                    TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
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                    // Skip characters that are not visible and thus have no geometry to manipulate.
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                    if (!charInfo.isVisible)
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                        continue;
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                    // Retrieve the pre-computed animation data for the given character.
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                    VertexAnim vertAnim = vertexAnim[i];
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                    // Get the index of the material used by the current character.
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                    int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
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                    // Get the index of the first vertex used by this text element.
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                    int vertexIndex = textInfo.characterInfo[i].vertexIndex;
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                    // Get the cached vertices of the mesh used by this text element (character or sprite).
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                    Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
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                    // Determine the center point of each character at the baseline.
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                    //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
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                    // Determine the center point of each character.
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                    Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
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                    // Need to translate all 4 vertices of each quad 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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                    Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
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                    destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
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                    destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
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                    destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
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                    destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
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                    vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
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                    Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
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                    matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
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                    destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
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                    destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
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                    destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
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                    destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
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                    destinationVertices[vertexIndex + 0] += offset;
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                    destinationVertices[vertexIndex + 1] += offset;
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                    destinationVertices[vertexIndex + 2] += offset;
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                    destinationVertices[vertexIndex + 3] += offset;
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                    vertexAnim[i] = vertAnim;
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                }
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                // Push changes into meshes
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                for (int i = 0; i < textInfo.meshInfo.Length; i++)
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                {
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                    textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
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                    m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
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                }
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                loopCount += 1;
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                yield return new WaitForSeconds(0.1f);
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            }
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        }
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    }
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} |