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authordereelatwit <54997325+dereelatwit@users.noreply.github.com>2023-08-03 14:05:08 -0400
committerdereelatwit <54997325+dereelatwit@users.noreply.github.com>2023-08-03 14:05:08 -0400
commitb8aa2e0935f309b112648f0352f35f5f33da946b (patch)
tree9121ae1a65e483dddba8367cbbdd4991abfb3e26 /Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs
parent374125ba34e0366afb062578906877cfdf229bb9 (diff)
started implementing UI
Diffstat (limited to 'Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs')
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diff --git a/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs
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+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexShakeA : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float ScaleMultiplier = 1.0f;
+ public float RotationMultiplier = 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()
+ {
+ 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;
+ Vector3[][] copyOfVertices = new Vector3[0][];
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ if (copyOfVertices.Length < textInfo.meshInfo.Length)
+ copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
+
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ int length = textInfo.meshInfo[i].vertices.Length;
+ copyOfVertices[i] = new Vector3[length];
+ }
+
+ 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;
+ }
+
+ int lineCount = textInfo.lineCount;
+
+ // Iterate through each line of the text.
+ for (int i = 0; i < lineCount; i++)
+ {
+
+ int first = textInfo.lineInfo[i].firstCharacterIndex;
+ int last = textInfo.lineInfo[i].lastCharacterIndex;
+
+ // Determine the center of each line
+ Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
+ Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier);
+
+ // Iterate through each character of the line.
+ for (int j = first; j <= last; j++)
+ {
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!textInfo.characterInfo[j].isVisible)
+ continue;
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[j].vertexIndex;
+
+ // Get the vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ // Need to translate all 4 vertices of each quad to aligned with center of character.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine;
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier);
+
+ // Setup the matrix rotation.
+ matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale);
+
+ // Apply the matrix TRS to the individual characters relative to the center of the current line.
+ copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
+ copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
+ copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
+ copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
+
+ // Revert the translation change.
+ copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
+ copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
+ }
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+} \ No newline at end of file