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|
@ -0,0 +1,35 @@
|
||||||
|
using UnityEngine;
|
||||||
|
public class DontDestroy<T> : MonoBehaviour where T : DontDestroy<T>
|
||||||
|
{
|
||||||
|
static public T Instance { get; private set; }
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (Instance == null)
|
||||||
|
{
|
||||||
|
Instance = (T)this;
|
||||||
|
DontDestroyOnLoad(gameObject);
|
||||||
|
OnAwake();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if (Instance == (T)this)
|
||||||
|
{
|
||||||
|
OnStart();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual protected void OnAwake()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual protected void OnStart()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,9 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Unity.Collections;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class GameManager : DontDestroy<GameManager>
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,39 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GameObjectPool<T> where T : class
|
||||||
|
{
|
||||||
|
short count;
|
||||||
|
public delegate T Func();
|
||||||
|
Func create_fn;
|
||||||
|
Queue<T> objects;
|
||||||
|
public GameObjectPool(short count, Func fn)
|
||||||
|
{
|
||||||
|
this.count = count;
|
||||||
|
this.create_fn = fn;
|
||||||
|
this.objects = new Queue<T>(this.count);
|
||||||
|
allocate();
|
||||||
|
}
|
||||||
|
void allocate()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < this.count; i++)
|
||||||
|
{
|
||||||
|
this.objects.Enqueue(this.create_fn());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public T pop()
|
||||||
|
{//dequeue 꺼내는 부분
|
||||||
|
if (this.objects.Count <= 0)
|
||||||
|
{
|
||||||
|
allocate();
|
||||||
|
}
|
||||||
|
return this.objects.Dequeue();
|
||||||
|
}
|
||||||
|
public void push(T obj)
|
||||||
|
{//enqueue 쌓는부분
|
||||||
|
this.objects.Enqueue(obj);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -0,0 +1,40 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SingletonMonoBehaviour<T> : MonoBehaviour where T : SingletonMonoBehaviour<T>
|
||||||
|
{
|
||||||
|
static public T Instance { get; private set; }
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (Instance == null)
|
||||||
|
{
|
||||||
|
Instance = (T)this;
|
||||||
|
OnAwake();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("1개이상의 싱글턴이 존재합니다" + gameObject.name);
|
||||||
|
Debug.Log("같은 함수가 들어간 싱글턴을 제거해 주세요");
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if (Instance == (T)this)
|
||||||
|
{
|
||||||
|
OnStart();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
virtual protected void OnAwake()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
virtual protected void OnStart()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,14 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Test : MonoBehaviour
|
||||||
|
{
|
||||||
|
public TMP_Text text;
|
||||||
|
public Canvas canvas;
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
text.text = $"x : {canvas.transform.position.x}, y : {canvas.transform.position.y}";
|
||||||
|
}
|
||||||
|
}
|
||||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
Binary file not shown.
|
|
@ -0,0 +1,93 @@
|
||||||
|
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Anton.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
Binary file not shown.
|
|
@ -0,0 +1,93 @@
|
||||||
|
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Bangers.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
Binary file not shown.
Binary file not shown.
|
|
@ -0,0 +1,92 @@
|
||||||
|
Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
Binary file not shown.
Binary file not shown.
|
|
@ -0,0 +1,84 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 6
|
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|
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|
m_CorrespondingSourceObject: {fileID: 0}
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|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
|
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|
m_Name: Crate - Surface Shader Scene
|
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|
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
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|
m_ShaderKeywords: _EMISSION _NORMALMAP _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||||||
|
m_LightmapFlags: 1
|
||||||
|
m_EnableInstancingVariants: 0
|
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|
m_DoubleSidedGI: 0
|
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|
m_CustomRenderQueue: -1
|
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|
stringTagMap: {}
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|
disabledShaderPasses: []
|
||||||
|
m_SavedProperties:
|
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|
serializedVersion: 3
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|
m_TexEnvs:
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|
- _BumpMap:
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|
m_Texture: {fileID: 2800000, guid: 8878a782f4334ecbbcf683b3ac780966, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Scale: {x: 1, y: 1}
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Margin Tag</color></u></size></align>
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</line-height><margin=5%>Example of using the <<#FFFF00>margin=5%</color>> tag
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which defines the left and right margin of a line or paragraph of text.</margin>
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<margin left=15%>You can also use the <<#FFFF00>margin left=15%</color>> tag to
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|
independently control the left margin.</margin>
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|
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<margin right=15%>Or use the <<#FFFF00>margin right=15%</color>> tag to control
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|
||||||
|
serializedVersion: 6
|
||||||
|
m_Component:
|
||||||
|
- component: {fileID: 2142710355}
|
||||||
|
- component: {fileID: 2142710354}
|
||||||
|
m_Layer: 0
|
||||||
|
m_Name: Benchmark (Shader Perf)
|
||||||
|
m_TagString: Untagged
|
||||||
|
m_Icon: {fileID: 0}
|
||||||
|
m_NavMeshLayer: 0
|
||||||
|
m_StaticEditorFlags: 0
|
||||||
|
m_IsActive: 1
|
||||||
|
--- !u!114 &2142710354
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 2142710353}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: e8538afcddc14efbb5d9e94b7ae50197, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
SpawnType: 0
|
||||||
|
NumberOfNPC: 250
|
||||||
|
--- !u!4 &2142710355
|
||||||
|
Transform:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 2142710353}
|
||||||
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_Children: []
|
||||||
|
m_Father: {fileID: 0}
|
||||||
|
m_RootOrder: 0
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
|
@ -0,0 +1,128 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark01 : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int BenchmarkType = 0;
|
||||||
|
|
||||||
|
public TMP_FontAsset TMProFont;
|
||||||
|
public Font TextMeshFont;
|
||||||
|
|
||||||
|
private TextMeshPro m_textMeshPro;
|
||||||
|
private TextContainer m_textContainer;
|
||||||
|
private TextMesh m_textMesh;
|
||||||
|
|
||||||
|
private const string label01 = "The <#0050FF>count is: </color>{0}";
|
||||||
|
private const string label02 = "The <color=#0050FF>count is: </color>";
|
||||||
|
|
||||||
|
//private string m_string;
|
||||||
|
//private int m_frame;
|
||||||
|
|
||||||
|
private Material m_material01;
|
||||||
|
private Material m_material02;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
IEnumerator Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (BenchmarkType == 0) // TextMesh Pro Component
|
||||||
|
{
|
||||||
|
m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
|
||||||
|
m_textMeshPro.autoSizeTextContainer = true;
|
||||||
|
|
||||||
|
//m_textMeshPro.anchorDampening = true;
|
||||||
|
|
||||||
|
if (TMProFont != null)
|
||||||
|
m_textMeshPro.font = TMProFont;
|
||||||
|
|
||||||
|
//m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
|
||||||
|
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
|
||||||
|
|
||||||
|
m_textMeshPro.fontSize = 48;
|
||||||
|
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
||||||
|
//m_textMeshPro.anchor = AnchorPositions.Center;
|
||||||
|
m_textMeshPro.extraPadding = true;
|
||||||
|
//m_textMeshPro.outlineWidth = 0.25f;
|
||||||
|
//m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
|
||||||
|
//m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
|
||||||
|
//m_textMeshPro.lineJustification = LineJustificationTypes.Center;
|
||||||
|
m_textMeshPro.enableWordWrapping = false;
|
||||||
|
//m_textMeshPro.lineLength = 60;
|
||||||
|
//m_textMeshPro.characterSpacing = 0.2f;
|
||||||
|
//m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
|
||||||
|
|
||||||
|
m_material01 = m_textMeshPro.font.material;
|
||||||
|
m_material02 = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1) // TextMesh
|
||||||
|
{
|
||||||
|
m_textMesh = gameObject.AddComponent<TextMesh>();
|
||||||
|
|
||||||
|
if (TextMeshFont != null)
|
||||||
|
{
|
||||||
|
m_textMesh.font = TextMeshFont;
|
||||||
|
m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
||||||
|
m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_textMesh.fontSize = 48;
|
||||||
|
m_textMesh.anchor = TextAnchor.MiddleCenter;
|
||||||
|
|
||||||
|
//m_textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = 0; i <= 1000000; i++)
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.SetText(label01, i % 1000);
|
||||||
|
if (i % 1000 == 999)
|
||||||
|
m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
m_textMesh.text = label02 + (i % 1000).ToString();
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
{
|
||||||
|
m_textMesh.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_frame += 1;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,135 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark01_UGUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int BenchmarkType = 0;
|
||||||
|
|
||||||
|
public Canvas canvas;
|
||||||
|
public TMP_FontAsset TMProFont;
|
||||||
|
public Font TextMeshFont;
|
||||||
|
|
||||||
|
private TextMeshProUGUI m_textMeshPro;
|
||||||
|
//private TextContainer m_textContainer;
|
||||||
|
private Text m_textMesh;
|
||||||
|
|
||||||
|
private const string label01 = "The <#0050FF>count is: </color>";
|
||||||
|
private const string label02 = "The <color=#0050FF>count is: </color>";
|
||||||
|
|
||||||
|
//private const string label01 = "TextMesh <#0050FF>Pro!</color> The count is: {0}";
|
||||||
|
//private const string label02 = "Text Mesh<color=#0050FF> The count is: </color>";
|
||||||
|
|
||||||
|
//private string m_string;
|
||||||
|
//private int m_frame;
|
||||||
|
|
||||||
|
private Material m_material01;
|
||||||
|
private Material m_material02;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
IEnumerator Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (BenchmarkType == 0) // TextMesh Pro Component
|
||||||
|
{
|
||||||
|
m_textMeshPro = gameObject.AddComponent<TextMeshProUGUI>();
|
||||||
|
//m_textContainer = GetComponent<TextContainer>();
|
||||||
|
|
||||||
|
|
||||||
|
//m_textMeshPro.anchorDampening = true;
|
||||||
|
|
||||||
|
if (TMProFont != null)
|
||||||
|
m_textMeshPro.font = TMProFont;
|
||||||
|
|
||||||
|
//m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
|
||||||
|
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
|
||||||
|
|
||||||
|
m_textMeshPro.fontSize = 48;
|
||||||
|
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
||||||
|
//m_textMeshPro.anchor = AnchorPositions.Center;
|
||||||
|
m_textMeshPro.extraPadding = true;
|
||||||
|
//m_textMeshPro.outlineWidth = 0.25f;
|
||||||
|
//m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
|
||||||
|
//m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
|
||||||
|
//m_textMeshPro.lineJustification = LineJustificationTypes.Center;
|
||||||
|
//m_textMeshPro.enableWordWrapping = true;
|
||||||
|
//m_textMeshPro.lineLength = 60;
|
||||||
|
//m_textMeshPro.characterSpacing = 0.2f;
|
||||||
|
//m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
|
||||||
|
|
||||||
|
m_material01 = m_textMeshPro.font.material;
|
||||||
|
m_material02 = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this...
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1) // TextMesh
|
||||||
|
{
|
||||||
|
m_textMesh = gameObject.AddComponent<Text>();
|
||||||
|
|
||||||
|
if (TextMeshFont != null)
|
||||||
|
{
|
||||||
|
m_textMesh.font = TextMeshFont;
|
||||||
|
//m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
||||||
|
//m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_textMesh.fontSize = 48;
|
||||||
|
m_textMesh.alignment = TextAnchor.MiddleCenter;
|
||||||
|
|
||||||
|
//m_textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = 0; i <= 1000000; i++)
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.text = label01 + (i % 1000);
|
||||||
|
if (i % 1000 == 999)
|
||||||
|
m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
m_textMesh.text = label02 + (i % 1000).ToString();
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
{
|
||||||
|
m_textMesh.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_frame += 1;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,97 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark02 : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int SpawnType = 0;
|
||||||
|
public int NumberOfNPC = 12;
|
||||||
|
|
||||||
|
public bool IsTextObjectScaleStatic;
|
||||||
|
private TextMeshProFloatingText floatingText_Script;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
for (int i = 0; i < NumberOfNPC; i++)
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
if (SpawnType == 0)
|
||||||
|
{
|
||||||
|
// TextMesh Pro Implementation
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
|
||||||
|
|
||||||
|
TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
|
||||||
|
|
||||||
|
textMeshPro.autoSizeTextContainer = true;
|
||||||
|
textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0);
|
||||||
|
|
||||||
|
textMeshPro.alignment = TextAlignmentOptions.Bottom;
|
||||||
|
textMeshPro.fontSize = 96;
|
||||||
|
textMeshPro.enableKerning = false;
|
||||||
|
|
||||||
|
textMeshPro.color = new Color32(255, 255, 0, 255);
|
||||||
|
textMeshPro.text = "!";
|
||||||
|
textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
|
||||||
|
|
||||||
|
// Spawn Floating Text
|
||||||
|
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
|
||||||
|
floatingText_Script.SpawnType = 0;
|
||||||
|
floatingText_Script.IsTextObjectScaleStatic = IsTextObjectScaleStatic;
|
||||||
|
}
|
||||||
|
else if (SpawnType == 1)
|
||||||
|
{
|
||||||
|
// TextMesh Implementation
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
|
||||||
|
|
||||||
|
TextMesh textMesh = go.AddComponent<TextMesh>();
|
||||||
|
textMesh.font = Resources.Load<Font>("Fonts/ARIAL");
|
||||||
|
textMesh.GetComponent<Renderer>().sharedMaterial = textMesh.font.material;
|
||||||
|
|
||||||
|
textMesh.anchor = TextAnchor.LowerCenter;
|
||||||
|
textMesh.fontSize = 96;
|
||||||
|
|
||||||
|
textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
textMesh.text = "!";
|
||||||
|
|
||||||
|
// Spawn Floating Text
|
||||||
|
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
|
||||||
|
floatingText_Script.SpawnType = 1;
|
||||||
|
}
|
||||||
|
else if (SpawnType == 2)
|
||||||
|
{
|
||||||
|
// Canvas WorldSpace Camera
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
Canvas canvas = go.AddComponent<Canvas>();
|
||||||
|
canvas.worldCamera = Camera.main;
|
||||||
|
|
||||||
|
go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
|
||||||
|
go.transform.position = new Vector3(Random.Range(-95f, 95f), 5f, Random.Range(-95f, 95f));
|
||||||
|
|
||||||
|
TextMeshProUGUI textObject = new GameObject().AddComponent<TextMeshProUGUI>();
|
||||||
|
textObject.rectTransform.SetParent(go.transform, false);
|
||||||
|
|
||||||
|
textObject.color = new Color32(255, 255, 0, 255);
|
||||||
|
textObject.alignment = TextAlignmentOptions.Bottom;
|
||||||
|
textObject.fontSize = 96;
|
||||||
|
textObject.text = "!";
|
||||||
|
|
||||||
|
// Spawn Floating Text
|
||||||
|
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
|
||||||
|
floatingText_Script.SpawnType = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,92 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine.TextCore.LowLevel;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark03 : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum BenchmarkType { TMP_SDF_MOBILE = 0, TMP_SDF__MOBILE_SSD = 1, TMP_SDF = 2, TMP_BITMAP_MOBILE = 3, TEXTMESH_BITMAP = 4 }
|
||||||
|
|
||||||
|
public int NumberOfSamples = 100;
|
||||||
|
public BenchmarkType Benchmark;
|
||||||
|
|
||||||
|
public Font SourceFont;
|
||||||
|
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
TMP_FontAsset fontAsset = null;
|
||||||
|
|
||||||
|
// Create Dynamic Font Asset for the given font file.
|
||||||
|
switch (Benchmark)
|
||||||
|
{
|
||||||
|
case BenchmarkType.TMP_SDF_MOBILE:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TMP_SDF__MOBILE_SSD:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD");
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TMP_SDF:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field");
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TMP_BITMAP_MOBILE:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < NumberOfSamples; i++)
|
||||||
|
{
|
||||||
|
switch (Benchmark)
|
||||||
|
{
|
||||||
|
case BenchmarkType.TMP_SDF_MOBILE:
|
||||||
|
case BenchmarkType.TMP_SDF__MOBILE_SSD:
|
||||||
|
case BenchmarkType.TMP_SDF:
|
||||||
|
case BenchmarkType.TMP_BITMAP_MOBILE:
|
||||||
|
{
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(0, 1.2f, 0);
|
||||||
|
|
||||||
|
TextMeshPro textComponent = go.AddComponent<TextMeshPro>();
|
||||||
|
textComponent.font = fontAsset;
|
||||||
|
textComponent.fontSize = 128;
|
||||||
|
textComponent.text = "@";
|
||||||
|
textComponent.alignment = TextAlignmentOptions.Center;
|
||||||
|
textComponent.color = new Color32(255, 255, 0, 255);
|
||||||
|
|
||||||
|
if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE)
|
||||||
|
textComponent.fontSize = 132;
|
||||||
|
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TEXTMESH_BITMAP:
|
||||||
|
{
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(0, 1.2f, 0);
|
||||||
|
|
||||||
|
TextMesh textMesh = go.AddComponent<TextMesh>();
|
||||||
|
textMesh.GetComponent<Renderer>().sharedMaterial = SourceFont.material;
|
||||||
|
textMesh.font = SourceFont;
|
||||||
|
textMesh.anchor = TextAnchor.MiddleCenter;
|
||||||
|
textMesh.fontSize = 130;
|
||||||
|
|
||||||
|
textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
textMesh.text = "@";
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,85 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark04 : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int SpawnType = 0;
|
||||||
|
|
||||||
|
public int MinPointSize = 12;
|
||||||
|
public int MaxPointSize = 64;
|
||||||
|
public int Steps = 4;
|
||||||
|
|
||||||
|
private Transform m_Transform;
|
||||||
|
//private TextMeshProFloatingText floatingText_Script;
|
||||||
|
//public Material material;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
m_Transform = transform;
|
||||||
|
|
||||||
|
float lineHeight = 0;
|
||||||
|
float orthoSize = Camera.main.orthographicSize = Screen.height / 2;
|
||||||
|
float ratio = (float)Screen.width / Screen.height;
|
||||||
|
|
||||||
|
for (int i = MinPointSize; i <= MaxPointSize; i += Steps)
|
||||||
|
{
|
||||||
|
if (SpawnType == 0)
|
||||||
|
{
|
||||||
|
// TextMesh Pro Implementation
|
||||||
|
GameObject go = new GameObject("Text - " + i + " Pts");
|
||||||
|
|
||||||
|
if (lineHeight > orthoSize * 2) return;
|
||||||
|
|
||||||
|
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0);
|
||||||
|
|
||||||
|
TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
|
||||||
|
|
||||||
|
//textMeshPro.fontSharedMaterial = material;
|
||||||
|
//textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
|
||||||
|
//textMeshPro.anchor = AnchorPositions.Left;
|
||||||
|
textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f);
|
||||||
|
|
||||||
|
textMeshPro.enableWordWrapping = false;
|
||||||
|
textMeshPro.extraPadding = true;
|
||||||
|
textMeshPro.isOrthographic = true;
|
||||||
|
textMeshPro.fontSize = i;
|
||||||
|
|
||||||
|
textMeshPro.text = i + " pts - Lorem ipsum dolor sit...";
|
||||||
|
textMeshPro.color = new Color32(255, 255, 255, 255);
|
||||||
|
|
||||||
|
lineHeight += i;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// TextMesh Implementation
|
||||||
|
// Causes crashes since atlas needed exceeds 4096 X 4096
|
||||||
|
/*
|
||||||
|
GameObject go = new GameObject("Arial " + i);
|
||||||
|
|
||||||
|
//if (lineHeight > orthoSize * 2 * 0.9f) return;
|
||||||
|
|
||||||
|
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1);
|
||||||
|
|
||||||
|
TextMesh textMesh = go.AddComponent<TextMesh>();
|
||||||
|
textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
||||||
|
textMesh.renderer.sharedMaterial = textMesh.font.material;
|
||||||
|
textMesh.anchor = TextAnchor.MiddleLeft;
|
||||||
|
textMesh.fontSize = i * 10;
|
||||||
|
|
||||||
|
textMesh.color = new Color32(255, 255, 255, 255);
|
||||||
|
textMesh.text = i + " pts - Lorem ipsum dolor sit...";
|
||||||
|
|
||||||
|
lineHeight += i;
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,292 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class CameraController : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum CameraModes { Follow, Isometric, Free }
|
||||||
|
|
||||||
|
private Transform cameraTransform;
|
||||||
|
private Transform dummyTarget;
|
||||||
|
|
||||||
|
public Transform CameraTarget;
|
||||||
|
|
||||||
|
public float FollowDistance = 30.0f;
|
||||||
|
public float MaxFollowDistance = 100.0f;
|
||||||
|
public float MinFollowDistance = 2.0f;
|
||||||
|
|
||||||
|
public float ElevationAngle = 30.0f;
|
||||||
|
public float MaxElevationAngle = 85.0f;
|
||||||
|
public float MinElevationAngle = 0f;
|
||||||
|
|
||||||
|
public float OrbitalAngle = 0f;
|
||||||
|
|
||||||
|
public CameraModes CameraMode = CameraModes.Follow;
|
||||||
|
|
||||||
|
public bool MovementSmoothing = true;
|
||||||
|
public bool RotationSmoothing = false;
|
||||||
|
private bool previousSmoothing;
|
||||||
|
|
||||||
|
public float MovementSmoothingValue = 25f;
|
||||||
|
public float RotationSmoothingValue = 5.0f;
|
||||||
|
|
||||||
|
public float MoveSensitivity = 2.0f;
|
||||||
|
|
||||||
|
private Vector3 currentVelocity = Vector3.zero;
|
||||||
|
private Vector3 desiredPosition;
|
||||||
|
private float mouseX;
|
||||||
|
private float mouseY;
|
||||||
|
private Vector3 moveVector;
|
||||||
|
private float mouseWheel;
|
||||||
|
|
||||||
|
// Controls for Touches on Mobile devices
|
||||||
|
//private float prev_ZoomDelta;
|
||||||
|
|
||||||
|
|
||||||
|
private const string event_SmoothingValue = "Slider - Smoothing Value";
|
||||||
|
private const string event_FollowDistance = "Slider - Camera Zoom";
|
||||||
|
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (QualitySettings.vSyncCount > 0)
|
||||||
|
Application.targetFrameRate = 60;
|
||||||
|
else
|
||||||
|
Application.targetFrameRate = -1;
|
||||||
|
|
||||||
|
if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
|
||||||
|
Input.simulateMouseWithTouches = false;
|
||||||
|
|
||||||
|
cameraTransform = transform;
|
||||||
|
previousSmoothing = MovementSmoothing;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if (CameraTarget == null)
|
||||||
|
{
|
||||||
|
// If we don't have a target (assigned by the player, create a dummy in the center of the scene).
|
||||||
|
dummyTarget = new GameObject("Camera Target").transform;
|
||||||
|
CameraTarget = dummyTarget;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
GetPlayerInput();
|
||||||
|
|
||||||
|
|
||||||
|
// Check if we still have a valid target
|
||||||
|
if (CameraTarget != null)
|
||||||
|
{
|
||||||
|
if (CameraMode == CameraModes.Isometric)
|
||||||
|
{
|
||||||
|
desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0, 0, -FollowDistance);
|
||||||
|
}
|
||||||
|
else if (CameraMode == CameraModes.Follow)
|
||||||
|
{
|
||||||
|
desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * (new Vector3(0, 0, -FollowDistance)));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Free Camera implementation
|
||||||
|
}
|
||||||
|
|
||||||
|
if (MovementSmoothing == true)
|
||||||
|
{
|
||||||
|
// Using Smoothing
|
||||||
|
cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime);
|
||||||
|
//cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, Time.deltaTime * 5.0f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Not using Smoothing
|
||||||
|
cameraTransform.position = desiredPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (RotationSmoothing == true)
|
||||||
|
cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
cameraTransform.LookAt(CameraTarget);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void GetPlayerInput()
|
||||||
|
{
|
||||||
|
moveVector = Vector3.zero;
|
||||||
|
|
||||||
|
// Check Mouse Wheel Input prior to Shift Key so we can apply multiplier on Shift for Scrolling
|
||||||
|
mouseWheel = Input.GetAxis("Mouse ScrollWheel");
|
||||||
|
|
||||||
|
float touchCount = Input.touchCount;
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || touchCount > 0)
|
||||||
|
{
|
||||||
|
mouseWheel *= 10;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.I))
|
||||||
|
CameraMode = CameraModes.Isometric;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.F))
|
||||||
|
CameraMode = CameraModes.Follow;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.S))
|
||||||
|
MovementSmoothing = !MovementSmoothing;
|
||||||
|
|
||||||
|
|
||||||
|
// Check for right mouse button to change camera follow and elevation angle
|
||||||
|
if (Input.GetMouseButton(1))
|
||||||
|
{
|
||||||
|
mouseY = Input.GetAxis("Mouse Y");
|
||||||
|
mouseX = Input.GetAxis("Mouse X");
|
||||||
|
|
||||||
|
if (mouseY > 0.01f || mouseY < -0.01f)
|
||||||
|
{
|
||||||
|
ElevationAngle -= mouseY * MoveSensitivity;
|
||||||
|
// Limit Elevation angle between min & max values.
|
||||||
|
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mouseX > 0.01f || mouseX < -0.01f)
|
||||||
|
{
|
||||||
|
OrbitalAngle += mouseX * MoveSensitivity;
|
||||||
|
if (OrbitalAngle > 360)
|
||||||
|
OrbitalAngle -= 360;
|
||||||
|
if (OrbitalAngle < 0)
|
||||||
|
OrbitalAngle += 360;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get Input from Mobile Device
|
||||||
|
if (touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
|
||||||
|
{
|
||||||
|
Vector2 deltaPosition = Input.GetTouch(0).deltaPosition;
|
||||||
|
|
||||||
|
// Handle elevation changes
|
||||||
|
if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f)
|
||||||
|
{
|
||||||
|
ElevationAngle -= deltaPosition.y * 0.1f;
|
||||||
|
// Limit Elevation angle between min & max values.
|
||||||
|
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Handle left & right
|
||||||
|
if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f)
|
||||||
|
{
|
||||||
|
OrbitalAngle += deltaPosition.x * 0.1f;
|
||||||
|
if (OrbitalAngle > 360)
|
||||||
|
OrbitalAngle -= 360;
|
||||||
|
if (OrbitalAngle < 0)
|
||||||
|
OrbitalAngle += 360;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for left mouse button to select a new CameraTarget or to reset Follow position
|
||||||
|
if (Input.GetMouseButton(0))
|
||||||
|
{
|
||||||
|
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||||
|
RaycastHit hit;
|
||||||
|
|
||||||
|
if (Physics.Raycast(ray, out hit, 300, 1 << 10 | 1 << 11 | 1 << 12 | 1 << 14))
|
||||||
|
{
|
||||||
|
if (hit.transform == CameraTarget)
|
||||||
|
{
|
||||||
|
// Reset Follow Position
|
||||||
|
OrbitalAngle = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CameraTarget = hit.transform;
|
||||||
|
OrbitalAngle = 0;
|
||||||
|
MovementSmoothing = previousSmoothing;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (Input.GetMouseButton(2))
|
||||||
|
{
|
||||||
|
if (dummyTarget == null)
|
||||||
|
{
|
||||||
|
// We need a Dummy Target to anchor the Camera
|
||||||
|
dummyTarget = new GameObject("Camera Target").transform;
|
||||||
|
dummyTarget.position = CameraTarget.position;
|
||||||
|
dummyTarget.rotation = CameraTarget.rotation;
|
||||||
|
CameraTarget = dummyTarget;
|
||||||
|
previousSmoothing = MovementSmoothing;
|
||||||
|
MovementSmoothing = false;
|
||||||
|
}
|
||||||
|
else if (dummyTarget != CameraTarget)
|
||||||
|
{
|
||||||
|
// Move DummyTarget to CameraTarget
|
||||||
|
dummyTarget.position = CameraTarget.position;
|
||||||
|
dummyTarget.rotation = CameraTarget.rotation;
|
||||||
|
CameraTarget = dummyTarget;
|
||||||
|
previousSmoothing = MovementSmoothing;
|
||||||
|
MovementSmoothing = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
mouseY = Input.GetAxis("Mouse Y");
|
||||||
|
mouseX = Input.GetAxis("Mouse X");
|
||||||
|
|
||||||
|
moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0);
|
||||||
|
|
||||||
|
dummyTarget.Translate(-moveVector, Space.World);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check Pinching to Zoom in - out on Mobile device
|
||||||
|
if (touchCount == 2)
|
||||||
|
{
|
||||||
|
Touch touch0 = Input.GetTouch(0);
|
||||||
|
Touch touch1 = Input.GetTouch(1);
|
||||||
|
|
||||||
|
Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition;
|
||||||
|
Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition;
|
||||||
|
|
||||||
|
float prevTouchDelta = (touch0PrevPos - touch1PrevPos).magnitude;
|
||||||
|
float touchDelta = (touch0.position - touch1.position).magnitude;
|
||||||
|
|
||||||
|
float zoomDelta = prevTouchDelta - touchDelta;
|
||||||
|
|
||||||
|
if (zoomDelta > 0.01f || zoomDelta < -0.01f)
|
||||||
|
{
|
||||||
|
FollowDistance += zoomDelta * 0.25f;
|
||||||
|
// Limit FollowDistance between min & max values.
|
||||||
|
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check MouseWheel to Zoom in-out
|
||||||
|
if (mouseWheel < -0.01f || mouseWheel > 0.01f)
|
||||||
|
{
|
||||||
|
|
||||||
|
FollowDistance -= mouseWheel * 5.0f;
|
||||||
|
// Limit FollowDistance between min & max values.
|
||||||
|
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,51 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class ChatController : MonoBehaviour {
|
||||||
|
|
||||||
|
|
||||||
|
public TMP_InputField ChatInputField;
|
||||||
|
|
||||||
|
public TMP_Text ChatDisplayOutput;
|
||||||
|
|
||||||
|
public Scrollbar ChatScrollbar;
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
ChatInputField.onSubmit.AddListener(AddToChatOutput);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
ChatInputField.onSubmit.RemoveListener(AddToChatOutput);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void AddToChatOutput(string newText)
|
||||||
|
{
|
||||||
|
// Clear Input Field
|
||||||
|
ChatInputField.text = string.Empty;
|
||||||
|
|
||||||
|
var timeNow = System.DateTime.Now;
|
||||||
|
|
||||||
|
string formattedInput = "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "</color>] " + newText;
|
||||||
|
|
||||||
|
if (ChatDisplayOutput != null)
|
||||||
|
{
|
||||||
|
// No special formatting for first entry
|
||||||
|
// Add line feed before each subsequent entries
|
||||||
|
if (ChatDisplayOutput.text == string.Empty)
|
||||||
|
ChatDisplayOutput.text = formattedInput;
|
||||||
|
else
|
||||||
|
ChatDisplayOutput.text += "\n" + formattedInput;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keep Chat input field active
|
||||||
|
ChatInputField.ActivateInputField();
|
||||||
|
|
||||||
|
// Set the scrollbar to the bottom when next text is submitted.
|
||||||
|
ChatScrollbar.value = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,19 @@
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DropdownSample: MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private TextMeshProUGUI text = null;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private TMP_Dropdown dropdownWithoutPlaceholder = null;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private TMP_Dropdown dropdownWithPlaceholder = null;
|
||||||
|
|
||||||
|
public void OnButtonClick()
|
||||||
|
{
|
||||||
|
text.text = dropdownWithPlaceholder.value > -1 ? "Selected values:\n" + dropdownWithoutPlaceholder.value + " - " + dropdownWithPlaceholder.value : "Error: Please make a selection";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,35 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class EnvMapAnimator : MonoBehaviour {
|
||||||
|
|
||||||
|
//private Vector3 TranslationSpeeds;
|
||||||
|
public Vector3 RotationSpeeds;
|
||||||
|
private TMP_Text m_textMeshPro;
|
||||||
|
private Material m_material;
|
||||||
|
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
//Debug.Log("Awake() on Script called.");
|
||||||
|
m_textMeshPro = GetComponent<TMP_Text>();
|
||||||
|
m_material = m_textMeshPro.fontSharedMaterial;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
IEnumerator Start ()
|
||||||
|
{
|
||||||
|
Matrix4x4 matrix = new Matrix4x4();
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
//matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
|
||||||
|
matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
|
||||||
|
|
||||||
|
m_material.SetMatrix("_EnvMatrix", matrix);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,69 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class ObjectSpin : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
#pragma warning disable 0414
|
||||||
|
|
||||||
|
public float SpinSpeed = 5;
|
||||||
|
public int RotationRange = 15;
|
||||||
|
private Transform m_transform;
|
||||||
|
|
||||||
|
private float m_time;
|
||||||
|
private Vector3 m_prevPOS;
|
||||||
|
private Vector3 m_initial_Rotation;
|
||||||
|
private Vector3 m_initial_Position;
|
||||||
|
private Color32 m_lightColor;
|
||||||
|
private int frames = 0;
|
||||||
|
|
||||||
|
public enum MotionType { Rotation, BackAndForth, Translation };
|
||||||
|
public MotionType Motion;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
m_transform = transform;
|
||||||
|
m_initial_Rotation = m_transform.rotation.eulerAngles;
|
||||||
|
m_initial_Position = m_transform.position;
|
||||||
|
|
||||||
|
Light light = GetComponent<Light>();
|
||||||
|
m_lightColor = light != null ? light.color : Color.black;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (Motion == MotionType.Rotation)
|
||||||
|
{
|
||||||
|
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
|
||||||
|
}
|
||||||
|
else if (Motion == MotionType.BackAndForth)
|
||||||
|
{
|
||||||
|
m_time += SpinSpeed * Time.deltaTime;
|
||||||
|
m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_time += SpinSpeed * Time.deltaTime;
|
||||||
|
|
||||||
|
float x = 15 * Mathf.Cos(m_time * .95f);
|
||||||
|
float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f);
|
||||||
|
float z = 0f; // *Mathf.Sin(m_time * .9f);
|
||||||
|
|
||||||
|
m_transform.position = m_initial_Position + new Vector3(x, z, y);
|
||||||
|
|
||||||
|
// Drawing light patterns because they can be cool looking.
|
||||||
|
//if (frames > 2)
|
||||||
|
// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
|
||||||
|
|
||||||
|
m_prevPOS = m_transform.position;
|
||||||
|
frames += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,51 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class ShaderPropAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private Renderer m_Renderer;
|
||||||
|
private Material m_Material;
|
||||||
|
|
||||||
|
public AnimationCurve GlowCurve;
|
||||||
|
|
||||||
|
public float m_frame;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
// Cache a reference to object's renderer
|
||||||
|
m_Renderer = GetComponent<Renderer>();
|
||||||
|
|
||||||
|
// Cache a reference to object's material and create an instance by doing so.
|
||||||
|
m_Material = m_Renderer.material;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
StartCoroutine(AnimateProperties());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator AnimateProperties()
|
||||||
|
{
|
||||||
|
//float lightAngle;
|
||||||
|
float glowPower;
|
||||||
|
m_frame = Random.Range(0f, 1f);
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
//lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
|
||||||
|
//m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
|
||||||
|
|
||||||
|
glowPower = GlowCurve.Evaluate(m_frame);
|
||||||
|
m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
|
||||||
|
|
||||||
|
m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,58 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class SimpleScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private TextMeshPro m_textMeshPro;
|
||||||
|
//private TMP_FontAsset m_FontAsset;
|
||||||
|
|
||||||
|
private const string label = "The <#0050FF>count is: </color>{0:2}";
|
||||||
|
private float m_frame;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
// Add new TextMesh Pro Component
|
||||||
|
m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
|
||||||
|
|
||||||
|
m_textMeshPro.autoSizeTextContainer = true;
|
||||||
|
|
||||||
|
// Load the Font Asset to be used.
|
||||||
|
//m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
|
||||||
|
//m_textMeshPro.font = m_FontAsset;
|
||||||
|
|
||||||
|
// Assign Material to TextMesh Pro Component
|
||||||
|
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
|
||||||
|
//m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
|
||||||
|
|
||||||
|
// Set various font settings.
|
||||||
|
m_textMeshPro.fontSize = 48;
|
||||||
|
|
||||||
|
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
||||||
|
|
||||||
|
//m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
|
||||||
|
//m_textMeshPro.enableAutoSizing = true;
|
||||||
|
|
||||||
|
//m_textMeshPro.characterSpacing = 0.2f;
|
||||||
|
//m_textMeshPro.wordSpacing = 0.1f;
|
||||||
|
|
||||||
|
//m_textMeshPro.enableCulling = true;
|
||||||
|
m_textMeshPro.enableWordWrapping = false;
|
||||||
|
|
||||||
|
//textMeshPro.fontColor = new Color32(255, 255, 255, 255);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
m_textMeshPro.SetText(label, m_frame % 1000);
|
||||||
|
m_frame += 1 * Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,158 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class SkewTextExample : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private TMP_Text m_TextComponent;
|
||||||
|
|
||||||
|
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));
|
||||||
|
//public float AngleMultiplier = 1.0f;
|
||||||
|
//public float SpeedMultiplier = 1.0f;
|
||||||
|
public float CurveScale = 1.0f;
|
||||||
|
public float ShearAmount = 1.0f;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
m_TextComponent = gameObject.GetComponent<TMP_Text>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
StartCoroutine(WarpText());
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
|
||||||
|
{
|
||||||
|
AnimationCurve newCurve = new AnimationCurve();
|
||||||
|
|
||||||
|
newCurve.keys = curve.keys;
|
||||||
|
|
||||||
|
return newCurve;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Method to curve text along a Unity animation curve.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="textComponent"></param>
|
||||||
|
/// <returns></returns>
|
||||||
|
IEnumerator WarpText()
|
||||||
|
{
|
||||||
|
VertexCurve.preWrapMode = WrapMode.Clamp;
|
||||||
|
VertexCurve.postWrapMode = WrapMode.Clamp;
|
||||||
|
|
||||||
|
//Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
|
||||||
|
|
||||||
|
Vector3[] vertices;
|
||||||
|
Matrix4x4 matrix;
|
||||||
|
|
||||||
|
m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
|
||||||
|
CurveScale *= 10;
|
||||||
|
float old_CurveScale = CurveScale;
|
||||||
|
float old_ShearValue = ShearAmount;
|
||||||
|
AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount)
|
||||||
|
{
|
||||||
|
yield return null;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
old_CurveScale = CurveScale;
|
||||||
|
old_curve = CopyAnimationCurve(VertexCurve);
|
||||||
|
old_ShearValue = ShearAmount;
|
||||||
|
|
||||||
|
m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
|
||||||
|
|
||||||
|
TMP_TextInfo textInfo = m_TextComponent.textInfo;
|
||||||
|
int characterCount = textInfo.characterCount;
|
||||||
|
|
||||||
|
|
||||||
|
if (characterCount == 0) continue;
|
||||||
|
|
||||||
|
//vertices = textInfo.meshInfo[0].vertices;
|
||||||
|
//int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
|
||||||
|
|
||||||
|
float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x;
|
||||||
|
float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = 0; i < characterCount; i++)
|
||||||
|
{
|
||||||
|
if (!textInfo.characterInfo[i].isVisible)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
|
||||||
|
|
||||||
|
// Get the index of the mesh used by this character.
|
||||||
|
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
|
||||||
|
|
||||||
|
vertices = textInfo.meshInfo[materialIndex].vertices;
|
||||||
|
|
||||||
|
// Compute the baseline mid point for each character
|
||||||
|
Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
|
||||||
|
//float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);
|
||||||
|
|
||||||
|
// Apply offset to adjust our pivot point.
|
||||||
|
vertices[vertexIndex + 0] += -offsetToMidBaseline;
|
||||||
|
vertices[vertexIndex + 1] += -offsetToMidBaseline;
|
||||||
|
vertices[vertexIndex + 2] += -offsetToMidBaseline;
|
||||||
|
vertices[vertexIndex + 3] += -offsetToMidBaseline;
|
||||||
|
|
||||||
|
// Apply the Shearing FX
|
||||||
|
float shear_value = ShearAmount * 0.01f;
|
||||||
|
Vector3 topShear = new Vector3(shear_value * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0, 0);
|
||||||
|
Vector3 bottomShear = new Vector3(shear_value * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0, 0);
|
||||||
|
|
||||||
|
vertices[vertexIndex + 0] += -bottomShear;
|
||||||
|
vertices[vertexIndex + 1] += topShear;
|
||||||
|
vertices[vertexIndex + 2] += topShear;
|
||||||
|
vertices[vertexIndex + 3] += -bottomShear;
|
||||||
|
|
||||||
|
|
||||||
|
// Compute the angle of rotation for each character based on the animation curve
|
||||||
|
float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
|
||||||
|
float x1 = x0 + 0.0001f;
|
||||||
|
float y0 = VertexCurve.Evaluate(x0) * CurveScale;
|
||||||
|
float y1 = VertexCurve.Evaluate(x1) * CurveScale;
|
||||||
|
|
||||||
|
Vector3 horizontal = new Vector3(1, 0, 0);
|
||||||
|
//Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
|
||||||
|
Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);
|
||||||
|
|
||||||
|
float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
|
||||||
|
Vector3 cross = Vector3.Cross(horizontal, tangent);
|
||||||
|
float angle = cross.z > 0 ? dot : 360 - dot;
|
||||||
|
|
||||||
|
matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);
|
||||||
|
|
||||||
|
vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
|
||||||
|
vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
|
||||||
|
vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
|
||||||
|
vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
|
||||||
|
|
||||||
|
vertices[vertexIndex + 0] += offsetToMidBaseline;
|
||||||
|
vertices[vertexIndex + 1] += offsetToMidBaseline;
|
||||||
|
vertices[vertexIndex + 2] += offsetToMidBaseline;
|
||||||
|
vertices[vertexIndex + 3] += offsetToMidBaseline;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Upload the mesh with the revised information
|
||||||
|
m_TextComponent.UpdateVertexData();
|
||||||
|
|
||||||
|
yield return null; // new WaitForSeconds(0.025f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,27 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// EXample of a Custom Character Input Validator to only allow digits from 0 to 9.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable]
|
||||||
|
//[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)]
|
||||||
|
public class TMP_DigitValidator : TMP_InputValidator
|
||||||
|
{
|
||||||
|
// Custom text input validation function
|
||||||
|
public override char Validate(ref string text, ref int pos, char ch)
|
||||||
|
{
|
||||||
|
if (ch >= '0' && ch <= '9')
|
||||||
|
{
|
||||||
|
text += ch;
|
||||||
|
pos += 1;
|
||||||
|
return ch;
|
||||||
|
}
|
||||||
|
|
||||||
|
return (char)0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,64 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using System.Collections;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMP_ExampleScript_01 : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 };
|
||||||
|
|
||||||
|
public objectType ObjectType;
|
||||||
|
public bool isStatic;
|
||||||
|
|
||||||
|
private TMP_Text m_text;
|
||||||
|
|
||||||
|
//private TMP_InputField m_inputfield;
|
||||||
|
|
||||||
|
|
||||||
|
private const string k_label = "The count is <#0080ff>{0}</color>";
|
||||||
|
private int count;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
// Get a reference to the TMP text component if one already exists otherwise add one.
|
||||||
|
// This example show the convenience of having both TMP components derive from TMP_Text.
|
||||||
|
if (ObjectType == 0)
|
||||||
|
m_text = GetComponent<TextMeshPro>() ?? gameObject.AddComponent<TextMeshPro>();
|
||||||
|
else
|
||||||
|
m_text = GetComponent<TextMeshProUGUI>() ?? gameObject.AddComponent<TextMeshProUGUI>();
|
||||||
|
|
||||||
|
// Load a new font asset and assign it to the text object.
|
||||||
|
m_text.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/Anton SDF");
|
||||||
|
|
||||||
|
// Load a new material preset which was created with the context menu duplicate.
|
||||||
|
m_text.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/Anton SDF - Drop Shadow");
|
||||||
|
|
||||||
|
// Set the size of the font.
|
||||||
|
m_text.fontSize = 120;
|
||||||
|
|
||||||
|
// Set the text
|
||||||
|
m_text.text = "A <#0080ff>simple</color> line of text.";
|
||||||
|
|
||||||
|
// Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container.
|
||||||
|
Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
|
||||||
|
|
||||||
|
// Set the size of the RectTransform based on the new calculated values.
|
||||||
|
m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (!isStatic)
|
||||||
|
{
|
||||||
|
m_text.SetText(k_label, count % 1000);
|
||||||
|
count += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,134 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMP_FrameRateCounter : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float UpdateInterval = 5.0f;
|
||||||
|
private float m_LastInterval = 0;
|
||||||
|
private int m_Frames = 0;
|
||||||
|
|
||||||
|
public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
|
||||||
|
|
||||||
|
public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;
|
||||||
|
|
||||||
|
private string htmlColorTag;
|
||||||
|
private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";
|
||||||
|
|
||||||
|
private TextMeshPro m_TextMeshPro;
|
||||||
|
private Transform m_frameCounter_transform;
|
||||||
|
private Camera m_camera;
|
||||||
|
|
||||||
|
private FpsCounterAnchorPositions last_AnchorPosition;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (!enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
m_camera = Camera.main;
|
||||||
|
Application.targetFrameRate = 9999;
|
||||||
|
|
||||||
|
GameObject frameCounter = new GameObject("Frame Counter");
|
||||||
|
|
||||||
|
m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
|
||||||
|
m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
|
||||||
|
m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
|
||||||
|
|
||||||
|
|
||||||
|
m_frameCounter_transform = frameCounter.transform;
|
||||||
|
m_frameCounter_transform.SetParent(m_camera.transform);
|
||||||
|
m_frameCounter_transform.localRotation = Quaternion.identity;
|
||||||
|
|
||||||
|
m_TextMeshPro.enableWordWrapping = false;
|
||||||
|
m_TextMeshPro.fontSize = 24;
|
||||||
|
//m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128);
|
||||||
|
//m_TextMeshPro.edgeWidth = .15f;
|
||||||
|
//m_TextMeshPro.isOverlay = true;
|
||||||
|
|
||||||
|
//m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0);
|
||||||
|
//m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255);
|
||||||
|
//m_TextMeshPro.FontMaterial.renderQueue = 4000;
|
||||||
|
|
||||||
|
//m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f));
|
||||||
|
|
||||||
|
Set_FrameCounter_Position(AnchorPosition);
|
||||||
|
last_AnchorPosition = AnchorPosition;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
m_LastInterval = Time.realtimeSinceStartup;
|
||||||
|
m_Frames = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (AnchorPosition != last_AnchorPosition)
|
||||||
|
Set_FrameCounter_Position(AnchorPosition);
|
||||||
|
|
||||||
|
last_AnchorPosition = AnchorPosition;
|
||||||
|
|
||||||
|
m_Frames += 1;
|
||||||
|
float timeNow = Time.realtimeSinceStartup;
|
||||||
|
|
||||||
|
if (timeNow > m_LastInterval + UpdateInterval)
|
||||||
|
{
|
||||||
|
// display two fractional digits (f2 format)
|
||||||
|
float fps = m_Frames / (timeNow - m_LastInterval);
|
||||||
|
float ms = 1000.0f / Mathf.Max(fps, 0.00001f);
|
||||||
|
|
||||||
|
if (fps < 30)
|
||||||
|
htmlColorTag = "<color=yellow>";
|
||||||
|
else if (fps < 10)
|
||||||
|
htmlColorTag = "<color=red>";
|
||||||
|
else
|
||||||
|
htmlColorTag = "<color=green>";
|
||||||
|
|
||||||
|
//string format = System.String.Format(htmlColorTag + "{0:F2} </color>FPS \n{1:F2} <#8080ff>MS",fps, ms);
|
||||||
|
//m_TextMeshPro.text = format;
|
||||||
|
|
||||||
|
m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms);
|
||||||
|
|
||||||
|
m_Frames = 0;
|
||||||
|
m_LastInterval = timeNow;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
|
||||||
|
{
|
||||||
|
//Debug.Log("Changing frame counter anchor position.");
|
||||||
|
m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f);
|
||||||
|
|
||||||
|
switch (anchor_position)
|
||||||
|
{
|
||||||
|
case FpsCounterAnchorPositions.TopLeft:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft;
|
||||||
|
m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1);
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f));
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.BottomLeft:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft;
|
||||||
|
m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0);
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f));
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.TopRight:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.TopRight;
|
||||||
|
m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1);
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f));
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.BottomRight:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight;
|
||||||
|
m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0);
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,105 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace TMPro
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Example of a Custom Character Input Validator to only allow phone number in the (800) 555-1212 format.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable]
|
||||||
|
//[CreateAssetMenu(fileName = "InputValidator - Phone Numbers.asset", menuName = "TextMeshPro/Input Validators/Phone Numbers")]
|
||||||
|
public class TMP_PhoneNumberValidator : TMP_InputValidator
|
||||||
|
{
|
||||||
|
// Custom text input validation function
|
||||||
|
public override char Validate(ref string text, ref int pos, char ch)
|
||||||
|
{
|
||||||
|
Debug.Log("Trying to validate...");
|
||||||
|
|
||||||
|
// Return unless the character is a valid digit
|
||||||
|
if (ch < '0' && ch > '9') return (char)0;
|
||||||
|
|
||||||
|
int length = text.Length;
|
||||||
|
|
||||||
|
// Enforce Phone Number format for every character input.
|
||||||
|
for (int i = 0; i < length + 1; i++)
|
||||||
|
{
|
||||||
|
switch (i)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
if (i == length)
|
||||||
|
text = "(" + ch;
|
||||||
|
pos = 2;
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 2;
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 3;
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
if (i == length)
|
||||||
|
text += ch + ") ";
|
||||||
|
pos = 6;
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
if (i == length)
|
||||||
|
text += ") " + ch;
|
||||||
|
pos = 7;
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
if (i == length)
|
||||||
|
text += " " + ch;
|
||||||
|
pos = 7;
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 7;
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 8;
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
if (i == length)
|
||||||
|
text += ch + "-";
|
||||||
|
pos = 10;
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
if (i == length)
|
||||||
|
text += "-" + ch;
|
||||||
|
pos = 11;
|
||||||
|
break;
|
||||||
|
case 10:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 11;
|
||||||
|
break;
|
||||||
|
case 11:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 12;
|
||||||
|
break;
|
||||||
|
case 12:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 13;
|
||||||
|
break;
|
||||||
|
case 13:
|
||||||
|
if (i == length)
|
||||||
|
text += ch;
|
||||||
|
pos = 14;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return ch;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,73 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
public class TMP_TextEventCheck : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public TMP_TextEventHandler TextEventHandler;
|
||||||
|
|
||||||
|
private TMP_Text m_TextComponent;
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
if (TextEventHandler != null)
|
||||||
|
{
|
||||||
|
// Get a reference to the text component
|
||||||
|
m_TextComponent = TextEventHandler.GetComponent<TMP_Text>();
|
||||||
|
|
||||||
|
TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection);
|
||||||
|
TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection);
|
||||||
|
TextEventHandler.onWordSelection.AddListener(OnWordSelection);
|
||||||
|
TextEventHandler.onLineSelection.AddListener(OnLineSelection);
|
||||||
|
TextEventHandler.onLinkSelection.AddListener(OnLinkSelection);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
if (TextEventHandler != null)
|
||||||
|
{
|
||||||
|
TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection);
|
||||||
|
TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection);
|
||||||
|
TextEventHandler.onWordSelection.RemoveListener(OnWordSelection);
|
||||||
|
TextEventHandler.onLineSelection.RemoveListener(OnLineSelection);
|
||||||
|
TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void OnCharacterSelection(char c, int index)
|
||||||
|
{
|
||||||
|
Debug.Log("Character [" + c + "] at Index: " + index + " has been selected.");
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnSpriteSelection(char c, int index)
|
||||||
|
{
|
||||||
|
Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected.");
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnWordSelection(string word, int firstCharacterIndex, int length)
|
||||||
|
{
|
||||||
|
Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected.");
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnLineSelection(string lineText, int firstCharacterIndex, int length)
|
||||||
|
{
|
||||||
|
Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected.");
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnLinkSelection(string linkID, string linkText, int linkIndex)
|
||||||
|
{
|
||||||
|
if (m_TextComponent != null)
|
||||||
|
{
|
||||||
|
TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex];
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected.");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,254 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMP_TextEventHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||||
|
{
|
||||||
|
[Serializable]
|
||||||
|
public class CharacterSelectionEvent : UnityEvent<char, int> { }
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class SpriteSelectionEvent : UnityEvent<char, int> { }
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class WordSelectionEvent : UnityEvent<string, int, int> { }
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class LineSelectionEvent : UnityEvent<string, int, int> { }
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class LinkSelectionEvent : UnityEvent<string, string, int> { }
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event delegate triggered when pointer is over a character.
|
||||||
|
/// </summary>
|
||||||
|
public CharacterSelectionEvent onCharacterSelection
|
||||||
|
{
|
||||||
|
get { return m_OnCharacterSelection; }
|
||||||
|
set { m_OnCharacterSelection = value; }
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
private CharacterSelectionEvent m_OnCharacterSelection = new CharacterSelectionEvent();
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event delegate triggered when pointer is over a sprite.
|
||||||
|
/// </summary>
|
||||||
|
public SpriteSelectionEvent onSpriteSelection
|
||||||
|
{
|
||||||
|
get { return m_OnSpriteSelection; }
|
||||||
|
set { m_OnSpriteSelection = value; }
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
private SpriteSelectionEvent m_OnSpriteSelection = new SpriteSelectionEvent();
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event delegate triggered when pointer is over a word.
|
||||||
|
/// </summary>
|
||||||
|
public WordSelectionEvent onWordSelection
|
||||||
|
{
|
||||||
|
get { return m_OnWordSelection; }
|
||||||
|
set { m_OnWordSelection = value; }
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
private WordSelectionEvent m_OnWordSelection = new WordSelectionEvent();
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event delegate triggered when pointer is over a line.
|
||||||
|
/// </summary>
|
||||||
|
public LineSelectionEvent onLineSelection
|
||||||
|
{
|
||||||
|
get { return m_OnLineSelection; }
|
||||||
|
set { m_OnLineSelection = value; }
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
private LineSelectionEvent m_OnLineSelection = new LineSelectionEvent();
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Event delegate triggered when pointer is over a link.
|
||||||
|
/// </summary>
|
||||||
|
public LinkSelectionEvent onLinkSelection
|
||||||
|
{
|
||||||
|
get { return m_OnLinkSelection; }
|
||||||
|
set { m_OnLinkSelection = value; }
|
||||||
|
}
|
||||||
|
[SerializeField]
|
||||||
|
private LinkSelectionEvent m_OnLinkSelection = new LinkSelectionEvent();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
private TMP_Text m_TextComponent;
|
||||||
|
|
||||||
|
private Camera m_Camera;
|
||||||
|
private Canvas m_Canvas;
|
||||||
|
|
||||||
|
private int m_selectedLink = -1;
|
||||||
|
private int m_lastCharIndex = -1;
|
||||||
|
private int m_lastWordIndex = -1;
|
||||||
|
private int m_lastLineIndex = -1;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
// Get a reference to the text component.
|
||||||
|
m_TextComponent = gameObject.GetComponent<TMP_Text>();
|
||||||
|
|
||||||
|
// Get a reference to the camera rendering the text taking into consideration the text component type.
|
||||||
|
if (m_TextComponent.GetType() == typeof(TextMeshProUGUI))
|
||||||
|
{
|
||||||
|
m_Canvas = gameObject.GetComponentInParent<Canvas>();
|
||||||
|
if (m_Canvas != null)
|
||||||
|
{
|
||||||
|
if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)
|
||||||
|
m_Camera = null;
|
||||||
|
else
|
||||||
|
m_Camera = m_Canvas.worldCamera;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_Camera = Camera.main;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextComponent.rectTransform, Input.mousePosition, m_Camera))
|
||||||
|
{
|
||||||
|
#region Example of Character or Sprite Selection
|
||||||
|
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextComponent, Input.mousePosition, m_Camera, true);
|
||||||
|
if (charIndex != -1 && charIndex != m_lastCharIndex)
|
||||||
|
{
|
||||||
|
m_lastCharIndex = charIndex;
|
||||||
|
|
||||||
|
TMP_TextElementType elementType = m_TextComponent.textInfo.characterInfo[charIndex].elementType;
|
||||||
|
|
||||||
|
// Send event to any event listeners depending on whether it is a character or sprite.
|
||||||
|
if (elementType == TMP_TextElementType.Character)
|
||||||
|
SendOnCharacterSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex);
|
||||||
|
else if (elementType == TMP_TextElementType.Sprite)
|
||||||
|
SendOnSpriteSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Example of Word Selection
|
||||||
|
// Check if Mouse intersects any words and if so assign a random color to that word.
|
||||||
|
int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextComponent, Input.mousePosition, m_Camera);
|
||||||
|
if (wordIndex != -1 && wordIndex != m_lastWordIndex)
|
||||||
|
{
|
||||||
|
m_lastWordIndex = wordIndex;
|
||||||
|
|
||||||
|
// Get the information about the selected word.
|
||||||
|
TMP_WordInfo wInfo = m_TextComponent.textInfo.wordInfo[wordIndex];
|
||||||
|
|
||||||
|
// Send the event to any listeners.
|
||||||
|
SendOnWordSelection(wInfo.GetWord(), wInfo.firstCharacterIndex, wInfo.characterCount);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Example of Line Selection
|
||||||
|
// Check if Mouse intersects any words and if so assign a random color to that word.
|
||||||
|
int lineIndex = TMP_TextUtilities.FindIntersectingLine(m_TextComponent, Input.mousePosition, m_Camera);
|
||||||
|
if (lineIndex != -1 && lineIndex != m_lastLineIndex)
|
||||||
|
{
|
||||||
|
m_lastLineIndex = lineIndex;
|
||||||
|
|
||||||
|
// Get the information about the selected word.
|
||||||
|
TMP_LineInfo lineInfo = m_TextComponent.textInfo.lineInfo[lineIndex];
|
||||||
|
|
||||||
|
// Send the event to any listeners.
|
||||||
|
char[] buffer = new char[lineInfo.characterCount];
|
||||||
|
for (int i = 0; i < lineInfo.characterCount && i < m_TextComponent.textInfo.characterInfo.Length; i++)
|
||||||
|
{
|
||||||
|
buffer[i] = m_TextComponent.textInfo.characterInfo[i + lineInfo.firstCharacterIndex].character;
|
||||||
|
}
|
||||||
|
|
||||||
|
string lineText = new string(buffer);
|
||||||
|
SendOnLineSelection(lineText, lineInfo.firstCharacterIndex, lineInfo.characterCount);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Example of Link Handling
|
||||||
|
// Check if mouse intersects with any links.
|
||||||
|
int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextComponent, Input.mousePosition, m_Camera);
|
||||||
|
|
||||||
|
// Handle new Link selection.
|
||||||
|
if (linkIndex != -1 && linkIndex != m_selectedLink)
|
||||||
|
{
|
||||||
|
m_selectedLink = linkIndex;
|
||||||
|
|
||||||
|
// Get information about the link.
|
||||||
|
TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex];
|
||||||
|
|
||||||
|
// Send the event to any listeners.
|
||||||
|
SendOnLinkSelection(linkInfo.GetLinkID(), linkInfo.GetLinkText(), linkIndex);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Reset all selections given we are hovering outside the text container bounds.
|
||||||
|
m_selectedLink = -1;
|
||||||
|
m_lastCharIndex = -1;
|
||||||
|
m_lastWordIndex = -1;
|
||||||
|
m_lastLineIndex = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnPointerEnter(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
//Debug.Log("OnPointerEnter()");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnPointerExit(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
//Debug.Log("OnPointerExit()");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void SendOnCharacterSelection(char character, int characterIndex)
|
||||||
|
{
|
||||||
|
if (onCharacterSelection != null)
|
||||||
|
onCharacterSelection.Invoke(character, characterIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SendOnSpriteSelection(char character, int characterIndex)
|
||||||
|
{
|
||||||
|
if (onSpriteSelection != null)
|
||||||
|
onSpriteSelection.Invoke(character, characterIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SendOnWordSelection(string word, int charIndex, int length)
|
||||||
|
{
|
||||||
|
if (onWordSelection != null)
|
||||||
|
onWordSelection.Invoke(word, charIndex, length);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SendOnLineSelection(string line, int charIndex, int length)
|
||||||
|
{
|
||||||
|
if (onLineSelection != null)
|
||||||
|
onLineSelection.Invoke(line, charIndex, length);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SendOnLinkSelection(string linkID, string linkText, int linkIndex)
|
||||||
|
{
|
||||||
|
if (onLinkSelection != null)
|
||||||
|
onLinkSelection.Invoke(linkID, linkText, linkIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,652 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEditor;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMP_TextInfoDebugTool : MonoBehaviour
|
||||||
|
{
|
||||||
|
// Since this script is used for debugging, we exclude it from builds.
|
||||||
|
// TODO: Rework this script to make it into an editor utility.
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
public bool ShowCharacters;
|
||||||
|
public bool ShowWords;
|
||||||
|
public bool ShowLinks;
|
||||||
|
public bool ShowLines;
|
||||||
|
public bool ShowMeshBounds;
|
||||||
|
public bool ShowTextBounds;
|
||||||
|
[Space(10)]
|
||||||
|
[TextArea(2, 2)]
|
||||||
|
public string ObjectStats;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private TMP_Text m_TextComponent;
|
||||||
|
|
||||||
|
private Transform m_Transform;
|
||||||
|
private TMP_TextInfo m_TextInfo;
|
||||||
|
|
||||||
|
private float m_ScaleMultiplier;
|
||||||
|
private float m_HandleSize;
|
||||||
|
|
||||||
|
|
||||||
|
void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
if (m_TextComponent == null)
|
||||||
|
{
|
||||||
|
m_TextComponent = GetComponent<TMP_Text>();
|
||||||
|
|
||||||
|
if (m_TextComponent == null)
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_Transform = m_TextComponent.transform;
|
||||||
|
|
||||||
|
// Get a reference to the text object's textInfo
|
||||||
|
m_TextInfo = m_TextComponent.textInfo;
|
||||||
|
|
||||||
|
// Update Text Statistics
|
||||||
|
ObjectStats = "Characters: " + m_TextInfo.characterCount + " Words: " + m_TextInfo.wordCount + " Spaces: " + m_TextInfo.spaceCount + " Sprites: " + m_TextInfo.spriteCount + " Links: " + m_TextInfo.linkCount
|
||||||
|
+ "\nLines: " + m_TextInfo.lineCount + " Pages: " + m_TextInfo.pageCount;
|
||||||
|
|
||||||
|
// Get the handle size for drawing the various
|
||||||
|
m_ScaleMultiplier = m_TextComponent.GetType() == typeof(TextMeshPro) ? 1 : 0.1f;
|
||||||
|
m_HandleSize = HandleUtility.GetHandleSize(m_Transform.position) * m_ScaleMultiplier;
|
||||||
|
|
||||||
|
// Draw line metrics
|
||||||
|
#region Draw Lines
|
||||||
|
if (ShowLines)
|
||||||
|
DrawLineBounds();
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
// Draw word metrics
|
||||||
|
#region Draw Words
|
||||||
|
if (ShowWords)
|
||||||
|
DrawWordBounds();
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
// Draw character metrics
|
||||||
|
#region Draw Characters
|
||||||
|
if (ShowCharacters)
|
||||||
|
DrawCharactersBounds();
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
// Draw Quads around each of the words
|
||||||
|
#region Draw Links
|
||||||
|
if (ShowLinks)
|
||||||
|
DrawLinkBounds();
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
// Draw Quad around the bounds of the text
|
||||||
|
#region Draw Bounds
|
||||||
|
if (ShowMeshBounds)
|
||||||
|
DrawBounds();
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
// Draw Quad around the rendered region of the text.
|
||||||
|
#region Draw Text Bounds
|
||||||
|
if (ShowTextBounds)
|
||||||
|
DrawTextBounds();
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Method to draw a rectangle around each character.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="text"></param>
|
||||||
|
void DrawCharactersBounds()
|
||||||
|
{
|
||||||
|
int characterCount = m_TextInfo.characterCount;
|
||||||
|
|
||||||
|
for (int i = 0; i < characterCount; i++)
|
||||||
|
{
|
||||||
|
// Draw visible as well as invisible characters
|
||||||
|
TMP_CharacterInfo characterInfo = m_TextInfo.characterInfo[i];
|
||||||
|
|
||||||
|
bool isCharacterVisible = i < m_TextComponent.maxVisibleCharacters &&
|
||||||
|
characterInfo.lineNumber < m_TextComponent.maxVisibleLines &&
|
||||||
|
i >= m_TextComponent.firstVisibleCharacter;
|
||||||
|
|
||||||
|
if (m_TextComponent.overflowMode == TextOverflowModes.Page)
|
||||||
|
isCharacterVisible = isCharacterVisible && characterInfo.pageNumber + 1 == m_TextComponent.pageToDisplay;
|
||||||
|
|
||||||
|
if (!isCharacterVisible)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
float dottedLineSize = 6;
|
||||||
|
|
||||||
|
// Get Bottom Left and Top Right position of the current character
|
||||||
|
Vector3 bottomLeft = m_Transform.TransformPoint(characterInfo.bottomLeft);
|
||||||
|
Vector3 topLeft = m_Transform.TransformPoint(new Vector3(characterInfo.topLeft.x, characterInfo.topLeft.y, 0));
|
||||||
|
Vector3 topRight = m_Transform.TransformPoint(characterInfo.topRight);
|
||||||
|
Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(characterInfo.bottomRight.x, characterInfo.bottomRight.y, 0));
|
||||||
|
|
||||||
|
// Draw character bounds
|
||||||
|
if (characterInfo.isVisible)
|
||||||
|
{
|
||||||
|
Color color = Color.green;
|
||||||
|
DrawDottedRectangle(bottomLeft, topRight, color);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Color color = Color.grey;
|
||||||
|
|
||||||
|
float whiteSpaceAdvance = Math.Abs(characterInfo.origin - characterInfo.xAdvance) > 0.01f ? characterInfo.xAdvance : characterInfo.origin + (characterInfo.ascender - characterInfo.descender) * 0.03f;
|
||||||
|
DrawDottedRectangle(m_Transform.TransformPoint(new Vector3(characterInfo.origin, characterInfo.descender, 0)), m_Transform.TransformPoint(new Vector3(whiteSpaceAdvance, characterInfo.ascender, 0)), color, 4);
|
||||||
|
}
|
||||||
|
|
||||||
|
float origin = characterInfo.origin;
|
||||||
|
float advance = characterInfo.xAdvance;
|
||||||
|
float ascentline = characterInfo.ascender;
|
||||||
|
float baseline = characterInfo.baseLine;
|
||||||
|
float descentline = characterInfo.descender;
|
||||||
|
|
||||||
|
//Draw Ascent line
|
||||||
|
Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(origin, ascentline, 0));
|
||||||
|
Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(advance, ascentline, 0));
|
||||||
|
|
||||||
|
Handles.color = Color.cyan;
|
||||||
|
Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize);
|
||||||
|
|
||||||
|
// Draw Cap Height & Mean line
|
||||||
|
float capline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.capLine * characterInfo.scale;
|
||||||
|
Vector3 capHeightStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0);
|
||||||
|
Vector3 capHeightEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0);
|
||||||
|
|
||||||
|
float meanline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.meanLine * characterInfo.scale;
|
||||||
|
Vector3 meanlineStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0);
|
||||||
|
Vector3 meanlineEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0);
|
||||||
|
|
||||||
|
if (characterInfo.isVisible)
|
||||||
|
{
|
||||||
|
// Cap line
|
||||||
|
Handles.color = Color.cyan;
|
||||||
|
Handles.DrawDottedLine(capHeightStart, capHeightEnd, dottedLineSize);
|
||||||
|
|
||||||
|
// Mean line
|
||||||
|
Handles.color = Color.cyan;
|
||||||
|
Handles.DrawDottedLine(meanlineStart, meanlineEnd, dottedLineSize);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Draw Base line
|
||||||
|
Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));
|
||||||
|
Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));
|
||||||
|
|
||||||
|
Handles.color = Color.cyan;
|
||||||
|
Handles.DrawDottedLine(baselineStart, baselineEnd, dottedLineSize);
|
||||||
|
|
||||||
|
//Draw Descent line
|
||||||
|
Vector3 descentlineStart = m_Transform.TransformPoint(new Vector3(origin, descentline, 0));
|
||||||
|
Vector3 descentlineEnd = m_Transform.TransformPoint(new Vector3(advance, descentline, 0));
|
||||||
|
|
||||||
|
Handles.color = Color.cyan;
|
||||||
|
Handles.DrawDottedLine(descentlineStart, descentlineEnd, dottedLineSize);
|
||||||
|
|
||||||
|
// Draw Origin
|
||||||
|
Vector3 originPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));
|
||||||
|
DrawCrosshair(originPosition, 0.05f / m_ScaleMultiplier, Color.cyan);
|
||||||
|
|
||||||
|
// Draw Horizontal Advance
|
||||||
|
Vector3 advancePosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));
|
||||||
|
DrawSquare(advancePosition, 0.025f / m_ScaleMultiplier, Color.yellow);
|
||||||
|
DrawCrosshair(advancePosition, 0.0125f / m_ScaleMultiplier, Color.yellow);
|
||||||
|
|
||||||
|
// Draw text labels for metrics
|
||||||
|
if (m_HandleSize < 0.5f)
|
||||||
|
{
|
||||||
|
GUIStyle style = new GUIStyle(GUI.skin.GetStyle("Label"));
|
||||||
|
style.normal.textColor = new Color(0.6f, 0.6f, 0.6f, 1.0f);
|
||||||
|
style.fontSize = 12;
|
||||||
|
style.fixedWidth = 200;
|
||||||
|
style.fixedHeight = 20;
|
||||||
|
|
||||||
|
Vector3 labelPosition;
|
||||||
|
float center = (origin + advance) / 2;
|
||||||
|
|
||||||
|
//float baselineMetrics = 0;
|
||||||
|
//float ascentlineMetrics = ascentline - baseline;
|
||||||
|
//float caplineMetrics = capline - baseline;
|
||||||
|
//float meanlineMetrics = meanline - baseline;
|
||||||
|
//float descentlineMetrics = descentline - baseline;
|
||||||
|
|
||||||
|
// Ascent Line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(center, ascentline, 0));
|
||||||
|
style.alignment = TextAnchor.UpperCenter;
|
||||||
|
Handles.Label(labelPosition, "Ascent Line", style);
|
||||||
|
//Handles.Label(labelPosition, "Ascent Line (" + ascentlineMetrics.ToString("f3") + ")" , style);
|
||||||
|
|
||||||
|
// Base Line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(center, baseline, 0));
|
||||||
|
Handles.Label(labelPosition, "Base Line", style);
|
||||||
|
//Handles.Label(labelPosition, "Base Line (" + baselineMetrics.ToString("f3") + ")" , style);
|
||||||
|
|
||||||
|
// Descent line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(center, descentline, 0));
|
||||||
|
Handles.Label(labelPosition, "Descent Line", style);
|
||||||
|
//Handles.Label(labelPosition, "Descent Line (" + descentlineMetrics.ToString("f3") + ")" , style);
|
||||||
|
|
||||||
|
if (characterInfo.isVisible)
|
||||||
|
{
|
||||||
|
// Cap Line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(center, capline, 0));
|
||||||
|
style.alignment = TextAnchor.UpperCenter;
|
||||||
|
Handles.Label(labelPosition, "Cap Line", style);
|
||||||
|
//Handles.Label(labelPosition, "Cap Line (" + caplineMetrics.ToString("f3") + ")" , style);
|
||||||
|
|
||||||
|
// Mean Line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(center, meanline, 0));
|
||||||
|
style.alignment = TextAnchor.UpperCenter;
|
||||||
|
Handles.Label(labelPosition, "Mean Line", style);
|
||||||
|
//Handles.Label(labelPosition, "Mean Line (" + ascentlineMetrics.ToString("f3") + ")" , style);
|
||||||
|
|
||||||
|
// Origin
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));
|
||||||
|
style.alignment = TextAnchor.UpperRight;
|
||||||
|
Handles.Label(labelPosition, "Origin ", style);
|
||||||
|
|
||||||
|
// Advance
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));
|
||||||
|
style.alignment = TextAnchor.UpperLeft;
|
||||||
|
Handles.Label(labelPosition, " Advance", style);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Method to draw rectangles around each word of the text.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="text"></param>
|
||||||
|
void DrawWordBounds()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < m_TextInfo.wordCount; i++)
|
||||||
|
{
|
||||||
|
TMP_WordInfo wInfo = m_TextInfo.wordInfo[i];
|
||||||
|
|
||||||
|
bool isBeginRegion = false;
|
||||||
|
|
||||||
|
Vector3 bottomLeft = Vector3.zero;
|
||||||
|
Vector3 topLeft = Vector3.zero;
|
||||||
|
Vector3 bottomRight = Vector3.zero;
|
||||||
|
Vector3 topRight = Vector3.zero;
|
||||||
|
|
||||||
|
float maxAscender = -Mathf.Infinity;
|
||||||
|
float minDescender = Mathf.Infinity;
|
||||||
|
|
||||||
|
Color wordColor = Color.green;
|
||||||
|
|
||||||
|
// Iterate through each character of the word
|
||||||
|
for (int j = 0; j < wInfo.characterCount; j++)
|
||||||
|
{
|
||||||
|
int characterIndex = wInfo.firstCharacterIndex + j;
|
||||||
|
TMP_CharacterInfo currentCharInfo = m_TextInfo.characterInfo[characterIndex];
|
||||||
|
int currentLine = currentCharInfo.lineNumber;
|
||||||
|
|
||||||
|
bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters ||
|
||||||
|
currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines ||
|
||||||
|
(m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;
|
||||||
|
|
||||||
|
// Track Max Ascender and Min Descender
|
||||||
|
maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
|
||||||
|
minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
|
||||||
|
|
||||||
|
if (isBeginRegion == false && isCharacterVisible)
|
||||||
|
{
|
||||||
|
isBeginRegion = true;
|
||||||
|
|
||||||
|
bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
|
||||||
|
topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
|
||||||
|
|
||||||
|
//Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
|
||||||
|
// If Word is one character
|
||||||
|
if (wInfo.characterCount == 1)
|
||||||
|
{
|
||||||
|
isBeginRegion = false;
|
||||||
|
|
||||||
|
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
|
||||||
|
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
|
||||||
|
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
|
||||||
|
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
|
||||||
|
|
||||||
|
// Draw Region
|
||||||
|
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);
|
||||||
|
|
||||||
|
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Last Character of Word
|
||||||
|
if (isBeginRegion && j == wInfo.characterCount - 1)
|
||||||
|
{
|
||||||
|
isBeginRegion = false;
|
||||||
|
|
||||||
|
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
|
||||||
|
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
|
||||||
|
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
|
||||||
|
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
|
||||||
|
|
||||||
|
// Draw Region
|
||||||
|
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);
|
||||||
|
|
||||||
|
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
}
|
||||||
|
// If Word is split on more than one line.
|
||||||
|
else if (isBeginRegion && currentLine != m_TextInfo.characterInfo[characterIndex + 1].lineNumber)
|
||||||
|
{
|
||||||
|
isBeginRegion = false;
|
||||||
|
|
||||||
|
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
|
||||||
|
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
|
||||||
|
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
|
||||||
|
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
|
||||||
|
|
||||||
|
// Draw Region
|
||||||
|
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);
|
||||||
|
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
maxAscender = -Mathf.Infinity;
|
||||||
|
minDescender = Mathf.Infinity;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Draw rectangle around each of the links contained in the text.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="text"></param>
|
||||||
|
void DrawLinkBounds()
|
||||||
|
{
|
||||||
|
TMP_TextInfo textInfo = m_TextComponent.textInfo;
|
||||||
|
|
||||||
|
for (int i = 0; i < textInfo.linkCount; i++)
|
||||||
|
{
|
||||||
|
TMP_LinkInfo linkInfo = textInfo.linkInfo[i];
|
||||||
|
|
||||||
|
bool isBeginRegion = false;
|
||||||
|
|
||||||
|
Vector3 bottomLeft = Vector3.zero;
|
||||||
|
Vector3 topLeft = Vector3.zero;
|
||||||
|
Vector3 bottomRight = Vector3.zero;
|
||||||
|
Vector3 topRight = Vector3.zero;
|
||||||
|
|
||||||
|
float maxAscender = -Mathf.Infinity;
|
||||||
|
float minDescender = Mathf.Infinity;
|
||||||
|
|
||||||
|
Color32 linkColor = Color.cyan;
|
||||||
|
|
||||||
|
// Iterate through each character of the link text
|
||||||
|
for (int j = 0; j < linkInfo.linkTextLength; j++)
|
||||||
|
{
|
||||||
|
int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
|
||||||
|
TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex];
|
||||||
|
int currentLine = currentCharInfo.lineNumber;
|
||||||
|
|
||||||
|
bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters ||
|
||||||
|
currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines ||
|
||||||
|
(m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;
|
||||||
|
|
||||||
|
// Track Max Ascender and Min Descender
|
||||||
|
maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
|
||||||
|
minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
|
||||||
|
|
||||||
|
if (isBeginRegion == false && isCharacterVisible)
|
||||||
|
{
|
||||||
|
isBeginRegion = true;
|
||||||
|
|
||||||
|
bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
|
||||||
|
topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
|
||||||
|
|
||||||
|
//Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
|
||||||
|
// If Link is one character
|
||||||
|
if (linkInfo.linkTextLength == 1)
|
||||||
|
{
|
||||||
|
isBeginRegion = false;
|
||||||
|
|
||||||
|
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
|
||||||
|
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
|
||||||
|
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
|
||||||
|
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
|
||||||
|
|
||||||
|
// Draw Region
|
||||||
|
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);
|
||||||
|
|
||||||
|
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Last Character of Link
|
||||||
|
if (isBeginRegion && j == linkInfo.linkTextLength - 1)
|
||||||
|
{
|
||||||
|
isBeginRegion = false;
|
||||||
|
|
||||||
|
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
|
||||||
|
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
|
||||||
|
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
|
||||||
|
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
|
||||||
|
|
||||||
|
// Draw Region
|
||||||
|
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);
|
||||||
|
|
||||||
|
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
}
|
||||||
|
// If Link is split on more than one line.
|
||||||
|
else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber)
|
||||||
|
{
|
||||||
|
isBeginRegion = false;
|
||||||
|
|
||||||
|
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
|
||||||
|
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
|
||||||
|
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
|
||||||
|
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
|
||||||
|
|
||||||
|
// Draw Region
|
||||||
|
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);
|
||||||
|
|
||||||
|
maxAscender = -Mathf.Infinity;
|
||||||
|
minDescender = Mathf.Infinity;
|
||||||
|
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Draw Rectangles around each lines of the text.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="text"></param>
|
||||||
|
void DrawLineBounds()
|
||||||
|
{
|
||||||
|
int lineCount = m_TextInfo.lineCount;
|
||||||
|
|
||||||
|
for (int i = 0; i < lineCount; i++)
|
||||||
|
{
|
||||||
|
TMP_LineInfo lineInfo = m_TextInfo.lineInfo[i];
|
||||||
|
TMP_CharacterInfo firstCharacterInfo = m_TextInfo.characterInfo[lineInfo.firstCharacterIndex];
|
||||||
|
TMP_CharacterInfo lastCharacterInfo = m_TextInfo.characterInfo[lineInfo.lastCharacterIndex];
|
||||||
|
|
||||||
|
bool isLineVisible = (lineInfo.characterCount == 1 && (firstCharacterInfo.character == 10 || firstCharacterInfo.character == 11 || firstCharacterInfo.character == 0x2028 || firstCharacterInfo.character == 0x2029)) ||
|
||||||
|
i > m_TextComponent.maxVisibleLines ||
|
||||||
|
(m_TextComponent.overflowMode == TextOverflowModes.Page && firstCharacterInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;
|
||||||
|
|
||||||
|
if (!isLineVisible) continue;
|
||||||
|
|
||||||
|
float lineBottomLeft = firstCharacterInfo.bottomLeft.x;
|
||||||
|
float lineTopRight = lastCharacterInfo.topRight.x;
|
||||||
|
|
||||||
|
float ascentline = lineInfo.ascender;
|
||||||
|
float baseline = lineInfo.baseline;
|
||||||
|
float descentline = lineInfo.descender;
|
||||||
|
|
||||||
|
float dottedLineSize = 12;
|
||||||
|
|
||||||
|
// Draw line extents
|
||||||
|
DrawDottedRectangle(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max), Color.green, 4);
|
||||||
|
|
||||||
|
// Draw Ascent line
|
||||||
|
Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0));
|
||||||
|
Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, ascentline, 0));
|
||||||
|
|
||||||
|
Handles.color = Color.yellow;
|
||||||
|
Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize);
|
||||||
|
|
||||||
|
// Draw Base line
|
||||||
|
Vector3 baseLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0));
|
||||||
|
Vector3 baseLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, baseline, 0));
|
||||||
|
|
||||||
|
Handles.color = Color.yellow;
|
||||||
|
Handles.DrawDottedLine(baseLineStart, baseLineEnd, dottedLineSize);
|
||||||
|
|
||||||
|
// Draw Descent line
|
||||||
|
Vector3 descentLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0));
|
||||||
|
Vector3 descentLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, descentline, 0));
|
||||||
|
|
||||||
|
Handles.color = Color.yellow;
|
||||||
|
Handles.DrawDottedLine(descentLineStart, descentLineEnd, dottedLineSize);
|
||||||
|
|
||||||
|
// Draw text labels for metrics
|
||||||
|
if (m_HandleSize < 1.0f)
|
||||||
|
{
|
||||||
|
GUIStyle style = new GUIStyle();
|
||||||
|
style.normal.textColor = new Color(0.8f, 0.8f, 0.8f, 1.0f);
|
||||||
|
style.fontSize = 12;
|
||||||
|
style.fixedWidth = 200;
|
||||||
|
style.fixedHeight = 20;
|
||||||
|
Vector3 labelPosition;
|
||||||
|
|
||||||
|
// Ascent Line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0));
|
||||||
|
style.padding = new RectOffset(0, 10, 0, 5);
|
||||||
|
style.alignment = TextAnchor.MiddleRight;
|
||||||
|
Handles.Label(labelPosition, "Ascent Line", style);
|
||||||
|
|
||||||
|
// Base Line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0));
|
||||||
|
Handles.Label(labelPosition, "Base Line", style);
|
||||||
|
|
||||||
|
// Descent line
|
||||||
|
labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0));
|
||||||
|
Handles.Label(labelPosition, "Descent Line", style);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Draw Rectangle around the bounds of the text object.
|
||||||
|
/// </summary>
|
||||||
|
void DrawBounds()
|
||||||
|
{
|
||||||
|
Bounds meshBounds = m_TextComponent.bounds;
|
||||||
|
|
||||||
|
// Get Bottom Left and Top Right position of each word
|
||||||
|
Vector3 bottomLeft = m_TextComponent.transform.position + meshBounds.min;
|
||||||
|
Vector3 topRight = m_TextComponent.transform.position + meshBounds.max;
|
||||||
|
|
||||||
|
DrawRectangle(bottomLeft, topRight, new Color(1, 0.5f, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void DrawTextBounds()
|
||||||
|
{
|
||||||
|
Bounds textBounds = m_TextComponent.textBounds;
|
||||||
|
|
||||||
|
Vector3 bottomLeft = m_TextComponent.transform.position + (textBounds.center - textBounds.extents);
|
||||||
|
Vector3 topRight = m_TextComponent.transform.position + (textBounds.center + textBounds.extents);
|
||||||
|
|
||||||
|
DrawRectangle(bottomLeft, topRight, new Color(0f, 0.5f, 0.5f));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Draw Rectangles
|
||||||
|
void DrawRectangle(Vector3 BL, Vector3 TR, Color color)
|
||||||
|
{
|
||||||
|
Gizmos.color = color;
|
||||||
|
|
||||||
|
Gizmos.DrawLine(new Vector3(BL.x, BL.y, 0), new Vector3(BL.x, TR.y, 0));
|
||||||
|
Gizmos.DrawLine(new Vector3(BL.x, TR.y, 0), new Vector3(TR.x, TR.y, 0));
|
||||||
|
Gizmos.DrawLine(new Vector3(TR.x, TR.y, 0), new Vector3(TR.x, BL.y, 0));
|
||||||
|
Gizmos.DrawLine(new Vector3(TR.x, BL.y, 0), new Vector3(BL.x, BL.y, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawDottedRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f)
|
||||||
|
{
|
||||||
|
Handles.color = color;
|
||||||
|
Handles.DrawDottedLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), size);
|
||||||
|
Handles.DrawDottedLine(new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), topRight, size);
|
||||||
|
Handles.DrawDottedLine(topRight, new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), size);
|
||||||
|
Handles.DrawDottedLine(new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), bottomLeft, size);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawSolidRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f)
|
||||||
|
{
|
||||||
|
Handles.color = color;
|
||||||
|
Rect rect = new Rect(bottomLeft, topRight - bottomLeft);
|
||||||
|
Handles.DrawSolidRectangleWithOutline(rect, color, Color.black);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawSquare(Vector3 position, float size, Color color)
|
||||||
|
{
|
||||||
|
Handles.color = color;
|
||||||
|
Vector3 bottomLeft = new Vector3(position.x - size, position.y - size, position.z);
|
||||||
|
Vector3 topLeft = new Vector3(position.x - size, position.y + size, position.z);
|
||||||
|
Vector3 topRight = new Vector3(position.x + size, position.y + size, position.z);
|
||||||
|
Vector3 bottomRight = new Vector3(position.x + size, position.y - size, position.z);
|
||||||
|
|
||||||
|
Handles.DrawLine(bottomLeft, topLeft);
|
||||||
|
Handles.DrawLine(topLeft, topRight);
|
||||||
|
Handles.DrawLine(topRight, bottomRight);
|
||||||
|
Handles.DrawLine(bottomRight, bottomLeft);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawCrosshair(Vector3 position, float size, Color color)
|
||||||
|
{
|
||||||
|
Handles.color = color;
|
||||||
|
|
||||||
|
Handles.DrawLine(new Vector3(position.x - size, position.y, position.z), new Vector3(position.x + size, position.y, position.z));
|
||||||
|
Handles.DrawLine(new Vector3(position.x, position.y - size, position.z), new Vector3(position.x, position.y + size, position.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Draw Rectangles
|
||||||
|
void DrawRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color)
|
||||||
|
{
|
||||||
|
Gizmos.color = color;
|
||||||
|
|
||||||
|
Gizmos.DrawLine(bl, tl);
|
||||||
|
Gizmos.DrawLine(tl, tr);
|
||||||
|
Gizmos.DrawLine(tr, br);
|
||||||
|
Gizmos.DrawLine(br, bl);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Draw Rectangles
|
||||||
|
void DrawDottedRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color)
|
||||||
|
{
|
||||||
|
var cam = Camera.current;
|
||||||
|
float dotSpacing = (cam.WorldToScreenPoint(br).x - cam.WorldToScreenPoint(bl).x) / 75f;
|
||||||
|
UnityEditor.Handles.color = color;
|
||||||
|
|
||||||
|
UnityEditor.Handles.DrawDottedLine(bl, tl, dotSpacing);
|
||||||
|
UnityEditor.Handles.DrawDottedLine(tl, tr, dotSpacing);
|
||||||
|
UnityEditor.Handles.DrawDottedLine(tr, br, dotSpacing);
|
||||||
|
UnityEditor.Handles.DrawDottedLine(br, bl, dotSpacing);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
@ -0,0 +1,157 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMP_TextSelector_A : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||||
|
{
|
||||||
|
private TextMeshPro m_TextMeshPro;
|
||||||
|
|
||||||
|
private Camera m_Camera;
|
||||||
|
|
||||||
|
private bool m_isHoveringObject;
|
||||||
|
private int m_selectedLink = -1;
|
||||||
|
private int m_lastCharIndex = -1;
|
||||||
|
private int m_lastWordIndex = -1;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
|
||||||
|
m_Camera = Camera.main;
|
||||||
|
|
||||||
|
// Force generation of the text object so we have valid data to work with. This is needed since LateUpdate() will be called before the text object has a chance to generated when entering play mode.
|
||||||
|
m_TextMeshPro.ForceMeshUpdate();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
m_isHoveringObject = false;
|
||||||
|
|
||||||
|
if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextMeshPro.rectTransform, Input.mousePosition, Camera.main))
|
||||||
|
{
|
||||||
|
m_isHoveringObject = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (m_isHoveringObject)
|
||||||
|
{
|
||||||
|
#region Example of Character Selection
|
||||||
|
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, Camera.main, true);
|
||||||
|
if (charIndex != -1 && charIndex != m_lastCharIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
|
||||||
|
{
|
||||||
|
//Debug.Log("[" + m_TextMeshPro.textInfo.characterInfo[charIndex].character + "] has been selected.");
|
||||||
|
|
||||||
|
m_lastCharIndex = charIndex;
|
||||||
|
|
||||||
|
int meshIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;
|
||||||
|
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
|
||||||
|
|
||||||
|
Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
|
||||||
|
|
||||||
|
Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
|
||||||
|
|
||||||
|
vertexColors[vertexIndex + 0] = c;
|
||||||
|
vertexColors[vertexIndex + 1] = c;
|
||||||
|
vertexColors[vertexIndex + 2] = c;
|
||||||
|
vertexColors[vertexIndex + 3] = c;
|
||||||
|
|
||||||
|
//m_TextMeshPro.mesh.colors32 = vertexColors;
|
||||||
|
m_TextMeshPro.textInfo.meshInfo[meshIndex].mesh.colors32 = vertexColors;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Example of Link Handling
|
||||||
|
// Check if mouse intersects with any links.
|
||||||
|
int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
|
||||||
|
|
||||||
|
// Clear previous link selection if one existed.
|
||||||
|
if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink)
|
||||||
|
{
|
||||||
|
//m_TextPopup_RectTransform.gameObject.SetActive(false);
|
||||||
|
m_selectedLink = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle new Link selection.
|
||||||
|
if (linkIndex != -1 && linkIndex != m_selectedLink)
|
||||||
|
{
|
||||||
|
m_selectedLink = linkIndex;
|
||||||
|
|
||||||
|
TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
|
||||||
|
|
||||||
|
// The following provides an example of how to access the link properties.
|
||||||
|
//Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.
|
||||||
|
|
||||||
|
Vector3 worldPointInRectangle;
|
||||||
|
|
||||||
|
RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);
|
||||||
|
|
||||||
|
switch (linkInfo.GetLinkID())
|
||||||
|
{
|
||||||
|
case "id_01": // 100041637: // id_01
|
||||||
|
//m_TextPopup_RectTransform.position = worldPointInRectangle;
|
||||||
|
//m_TextPopup_RectTransform.gameObject.SetActive(true);
|
||||||
|
//m_TextPopup_TMPComponent.text = k_LinkText + " ID 01";
|
||||||
|
break;
|
||||||
|
case "id_02": // 100041638: // id_02
|
||||||
|
//m_TextPopup_RectTransform.position = worldPointInRectangle;
|
||||||
|
//m_TextPopup_RectTransform.gameObject.SetActive(true);
|
||||||
|
//m_TextPopup_TMPComponent.text = k_LinkText + " ID 02";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Example of Word Selection
|
||||||
|
// Check if Mouse intersects any words and if so assign a random color to that word.
|
||||||
|
int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, Camera.main);
|
||||||
|
if (wordIndex != -1 && wordIndex != m_lastWordIndex)
|
||||||
|
{
|
||||||
|
m_lastWordIndex = wordIndex;
|
||||||
|
|
||||||
|
TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
|
||||||
|
|
||||||
|
Vector3 wordPOS = m_TextMeshPro.transform.TransformPoint(m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex].bottomLeft);
|
||||||
|
wordPOS = Camera.main.WorldToScreenPoint(wordPOS);
|
||||||
|
|
||||||
|
//Debug.Log("Mouse Position: " + Input.mousePosition.ToString("f3") + " Word Position: " + wordPOS.ToString("f3"));
|
||||||
|
|
||||||
|
Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[0].colors32;
|
||||||
|
|
||||||
|
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 < wInfo.characterCount; i++)
|
||||||
|
{
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
|
||||||
|
|
||||||
|
vertexColors[vertexIndex + 0] = c;
|
||||||
|
vertexColors[vertexIndex + 1] = c;
|
||||||
|
vertexColors[vertexIndex + 2] = c;
|
||||||
|
vertexColors[vertexIndex + 3] = c;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_TextMeshPro.mesh.colors32 = vertexColors;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnPointerEnter(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
Debug.Log("OnPointerEnter()");
|
||||||
|
m_isHoveringObject = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnPointerExit(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
Debug.Log("OnPointerExit()");
|
||||||
|
m_isHoveringObject = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,547 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
|
|
||||||
|
#pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available.
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler
|
||||||
|
{
|
||||||
|
public RectTransform TextPopup_Prefab_01;
|
||||||
|
|
||||||
|
private RectTransform m_TextPopup_RectTransform;
|
||||||
|
private TextMeshProUGUI m_TextPopup_TMPComponent;
|
||||||
|
private const string k_LinkText = "You have selected link <#ffff00>";
|
||||||
|
private const string k_WordText = "Word Index: <#ffff00>";
|
||||||
|
|
||||||
|
|
||||||
|
private TextMeshProUGUI m_TextMeshPro;
|
||||||
|
private Canvas m_Canvas;
|
||||||
|
private Camera m_Camera;
|
||||||
|
|
||||||
|
// Flags
|
||||||
|
private bool isHoveringObject;
|
||||||
|
private int m_selectedWord = -1;
|
||||||
|
private int m_selectedLink = -1;
|
||||||
|
private int m_lastIndex = -1;
|
||||||
|
|
||||||
|
private Matrix4x4 m_matrix;
|
||||||
|
|
||||||
|
private TMP_MeshInfo[] m_cachedMeshInfoVertexData;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
m_TextMeshPro = gameObject.GetComponent<TextMeshProUGUI>();
|
||||||
|
|
||||||
|
|
||||||
|
m_Canvas = gameObject.GetComponentInParent<Canvas>();
|
||||||
|
|
||||||
|
// Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay.
|
||||||
|
if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)
|
||||||
|
m_Camera = null;
|
||||||
|
else
|
||||||
|
m_Camera = m_Canvas.worldCamera;
|
||||||
|
|
||||||
|
// Create pop-up text object which is used to show the link information.
|
||||||
|
m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform;
|
||||||
|
m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false);
|
||||||
|
m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren<TextMeshProUGUI>();
|
||||||
|
m_TextPopup_RectTransform.gameObject.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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 ON_TEXT_CHANGED(Object obj)
|
||||||
|
{
|
||||||
|
if (obj == m_TextMeshPro)
|
||||||
|
{
|
||||||
|
// Update cached vertex data.
|
||||||
|
m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
if (isHoveringObject)
|
||||||
|
{
|
||||||
|
// Check if Mouse Intersects any of the characters. If so, assign a random color.
|
||||||
|
#region Handle Character Selection
|
||||||
|
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
|
||||||
|
|
||||||
|
// Undo Swap and Vertex Attribute changes.
|
||||||
|
if (charIndex == -1 || charIndex != m_lastIndex)
|
||||||
|
{
|
||||||
|
RestoreCachedVertexAttributes(m_lastIndex);
|
||||||
|
m_lastIndex = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
|
||||||
|
{
|
||||||
|
m_lastIndex = charIndex;
|
||||||
|
|
||||||
|
// Get the index of the material / sub text object used by this character.
|
||||||
|
int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;
|
||||||
|
|
||||||
|
// Get the index of the first vertex of the selected character.
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
|
||||||
|
|
||||||
|
// Get a reference to the vertices array.
|
||||||
|
Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;
|
||||||
|
|
||||||
|
// Determine the center point of the character.
|
||||||
|
Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2;
|
||||||
|
|
||||||
|
// Need to translate all 4 vertices of the character 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;
|
||||||
|
|
||||||
|
// Translate the character to the middle baseline.
|
||||||
|
vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset;
|
||||||
|
vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset;
|
||||||
|
vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset;
|
||||||
|
vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset;
|
||||||
|
|
||||||
|
float zoomFactor = 1.5f;
|
||||||
|
|
||||||
|
// Setup the Matrix for the scale change.
|
||||||
|
m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor);
|
||||||
|
|
||||||
|
// Apply Matrix operation on the given character.
|
||||||
|
vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
|
||||||
|
vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
|
||||||
|
vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
|
||||||
|
vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
|
||||||
|
|
||||||
|
// Translate the character back to its original position.
|
||||||
|
vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset;
|
||||||
|
vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset;
|
||||||
|
vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset;
|
||||||
|
vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset;
|
||||||
|
|
||||||
|
// Change Vertex Colors of the highlighted character
|
||||||
|
Color32 c = new Color32(255, 255, 192, 255);
|
||||||
|
|
||||||
|
// Get a reference to the vertex color
|
||||||
|
Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
|
||||||
|
|
||||||
|
vertexColors[vertexIndex + 0] = c;
|
||||||
|
vertexColors[vertexIndex + 1] = c;
|
||||||
|
vertexColors[vertexIndex + 2] = c;
|
||||||
|
vertexColors[vertexIndex + 3] = c;
|
||||||
|
|
||||||
|
|
||||||
|
// Get a reference to the meshInfo of the selected character.
|
||||||
|
TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex];
|
||||||
|
|
||||||
|
// Get the index of the last character's vertex attributes.
|
||||||
|
int lastVertexIndex = vertices.Length - 4;
|
||||||
|
|
||||||
|
// Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays.
|
||||||
|
// We do this to make sure this character is rendered last and over other characters.
|
||||||
|
meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);
|
||||||
|
|
||||||
|
// Need to update the appropriate
|
||||||
|
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Word Selection Handling
|
||||||
|
//Check if Mouse intersects any words and if so assign a random color to that word.
|
||||||
|
int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);
|
||||||
|
|
||||||
|
// Clear previous word selection.
|
||||||
|
if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
|
||||||
|
{
|
||||||
|
TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
|
||||||
|
|
||||||
|
// Iterate through each of the characters of the word.
|
||||||
|
for (int i = 0; i < wInfo.characterCount; i++)
|
||||||
|
{
|
||||||
|
int characterIndex = wInfo.firstCharacterIndex + i;
|
||||||
|
|
||||||
|
// Get the index of the material / sub text object used by this character.
|
||||||
|
int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
|
||||||
|
|
||||||
|
// Get the index of the first vertex of this character.
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
|
||||||
|
|
||||||
|
// Get a reference to the vertex color
|
||||||
|
Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
|
||||||
|
|
||||||
|
Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f);
|
||||||
|
|
||||||
|
vertexColors[vertexIndex + 0] = c;
|
||||||
|
vertexColors[vertexIndex + 1] = c;
|
||||||
|
vertexColors[vertexIndex + 2] = c;
|
||||||
|
vertexColors[vertexIndex + 3] = c;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update Geometry
|
||||||
|
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
||||||
|
|
||||||
|
m_selectedWord = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Word Selection Handling
|
||||||
|
if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
|
||||||
|
{
|
||||||
|
m_selectedWord = wordIndex;
|
||||||
|
|
||||||
|
TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
|
||||||
|
|
||||||
|
// Iterate through each of the characters of the word.
|
||||||
|
for (int i = 0; i < wInfo.characterCount; i++)
|
||||||
|
{
|
||||||
|
int characterIndex = wInfo.firstCharacterIndex + i;
|
||||||
|
|
||||||
|
// Get the index of the material / sub text object used by this character.
|
||||||
|
int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
|
||||||
|
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
|
||||||
|
|
||||||
|
// Get a reference to the vertex color
|
||||||
|
Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
|
||||||
|
|
||||||
|
Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f);
|
||||||
|
|
||||||
|
vertexColors[vertexIndex + 0] = c;
|
||||||
|
vertexColors[vertexIndex + 1] = c;
|
||||||
|
vertexColors[vertexIndex + 2] = c;
|
||||||
|
vertexColors[vertexIndex + 3] = c;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update Geometry
|
||||||
|
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
||||||
|
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
|
||||||
|
#region Example of Link Handling
|
||||||
|
// Check if mouse intersects with any links.
|
||||||
|
int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
|
||||||
|
|
||||||
|
// Clear previous link selection if one existed.
|
||||||
|
if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink)
|
||||||
|
{
|
||||||
|
m_TextPopup_RectTransform.gameObject.SetActive(false);
|
||||||
|
m_selectedLink = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle new Link selection.
|
||||||
|
if (linkIndex != -1 && linkIndex != m_selectedLink)
|
||||||
|
{
|
||||||
|
m_selectedLink = linkIndex;
|
||||||
|
|
||||||
|
TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
|
||||||
|
|
||||||
|
// Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.
|
||||||
|
|
||||||
|
Vector3 worldPointInRectangle;
|
||||||
|
RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);
|
||||||
|
|
||||||
|
switch (linkInfo.GetLinkID())
|
||||||
|
{
|
||||||
|
case "id_01": // 100041637: // id_01
|
||||||
|
m_TextPopup_RectTransform.position = worldPointInRectangle;
|
||||||
|
m_TextPopup_RectTransform.gameObject.SetActive(true);
|
||||||
|
m_TextPopup_TMPComponent.text = k_LinkText + " ID 01";
|
||||||
|
break;
|
||||||
|
case "id_02": // 100041638: // id_02
|
||||||
|
m_TextPopup_RectTransform.position = worldPointInRectangle;
|
||||||
|
m_TextPopup_RectTransform.gameObject.SetActive(true);
|
||||||
|
m_TextPopup_TMPComponent.text = k_LinkText + " ID 02";
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Restore any character that may have been modified
|
||||||
|
if (m_lastIndex != -1)
|
||||||
|
{
|
||||||
|
RestoreCachedVertexAttributes(m_lastIndex);
|
||||||
|
m_lastIndex = -1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnPointerEnter(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
//Debug.Log("OnPointerEnter()");
|
||||||
|
isHoveringObject = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnPointerExit(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
//Debug.Log("OnPointerExit()");
|
||||||
|
isHoveringObject = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
public void OnPointerClick(PointerEventData eventData)
|
||||||
|
{
|
||||||
|
//Debug.Log("Click at POS: " + eventData.position + " World POS: " + eventData.worldPosition);
|
||||||
|
|
||||||
|
// Check if Mouse Intersects any of the characters. If so, assign a random color.
|
||||||
|
#region Character Selection Handling
|
||||||
|
/*
|
||||||
|
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
|
||||||
|
if (charIndex != -1 && charIndex != m_lastIndex)
|
||||||
|
{
|
||||||
|
//Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position);
|
||||||
|
m_lastIndex = charIndex;
|
||||||
|
|
||||||
|
Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
|
||||||
|
|
||||||
|
UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
#region Word Selection Handling
|
||||||
|
//Check if Mouse intersects any words and if so assign a random color to that word.
|
||||||
|
/*
|
||||||
|
int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);
|
||||||
|
|
||||||
|
// Clear previous word selection.
|
||||||
|
if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
|
||||||
|
{
|
||||||
|
TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
|
||||||
|
|
||||||
|
// Get a reference to the uiVertices array.
|
||||||
|
UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
|
||||||
|
|
||||||
|
// Iterate through each of the characters of the word.
|
||||||
|
for (int i = 0; i < wInfo.characterCount; i++)
|
||||||
|
{
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
|
||||||
|
|
||||||
|
Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f);
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
m_selectedWord = -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Handle word selection
|
||||||
|
if (wordIndex != -1 && wordIndex != m_selectedWord)
|
||||||
|
{
|
||||||
|
m_selectedWord = wordIndex;
|
||||||
|
|
||||||
|
TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
|
||||||
|
|
||||||
|
// Get a reference to the uiVertices array.
|
||||||
|
UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
|
||||||
|
|
||||||
|
// Iterate through each of the characters of the word.
|
||||||
|
for (int i = 0; i < wInfo.characterCount; i++)
|
||||||
|
{
|
||||||
|
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
|
||||||
|
|
||||||
|
Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f);
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
|
||||||
|
#region Link Selection Handling
|
||||||
|
/*
|
||||||
|
// Check if Mouse intersects any words and if so assign a random color to that word.
|
||||||
|
int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
|
||||||
|
if (linkIndex != -1)
|
||||||
|
{
|
||||||
|
TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
|
||||||
|
int linkHashCode = linkInfo.hashCode;
|
||||||
|
|
||||||
|
//Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02"));
|
||||||
|
|
||||||
|
switch (linkHashCode)
|
||||||
|
{
|
||||||
|
case 291445: // id_01
|
||||||
|
if (m_LinkObject01 == null)
|
||||||
|
m_LinkObject01 = Instantiate(Link_01_Prefab);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,125 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMP_UiFrameRateCounter : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float UpdateInterval = 5.0f;
|
||||||
|
private float m_LastInterval = 0;
|
||||||
|
private int m_Frames = 0;
|
||||||
|
|
||||||
|
public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
|
||||||
|
|
||||||
|
public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;
|
||||||
|
|
||||||
|
private string htmlColorTag;
|
||||||
|
private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";
|
||||||
|
|
||||||
|
private TextMeshProUGUI m_TextMeshPro;
|
||||||
|
private RectTransform m_frameCounter_transform;
|
||||||
|
|
||||||
|
private FpsCounterAnchorPositions last_AnchorPosition;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (!enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
Application.targetFrameRate = 1000;
|
||||||
|
|
||||||
|
GameObject frameCounter = new GameObject("Frame Counter");
|
||||||
|
m_frameCounter_transform = frameCounter.AddComponent<RectTransform>();
|
||||||
|
|
||||||
|
m_frameCounter_transform.SetParent(this.transform, false);
|
||||||
|
|
||||||
|
m_TextMeshPro = frameCounter.AddComponent<TextMeshProUGUI>();
|
||||||
|
m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
|
||||||
|
m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
|
||||||
|
|
||||||
|
m_TextMeshPro.enableWordWrapping = false;
|
||||||
|
m_TextMeshPro.fontSize = 36;
|
||||||
|
|
||||||
|
m_TextMeshPro.isOverlay = true;
|
||||||
|
|
||||||
|
Set_FrameCounter_Position(AnchorPosition);
|
||||||
|
last_AnchorPosition = AnchorPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
m_LastInterval = Time.realtimeSinceStartup;
|
||||||
|
m_Frames = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (AnchorPosition != last_AnchorPosition)
|
||||||
|
Set_FrameCounter_Position(AnchorPosition);
|
||||||
|
|
||||||
|
last_AnchorPosition = AnchorPosition;
|
||||||
|
|
||||||
|
m_Frames += 1;
|
||||||
|
float timeNow = Time.realtimeSinceStartup;
|
||||||
|
|
||||||
|
if (timeNow > m_LastInterval + UpdateInterval)
|
||||||
|
{
|
||||||
|
// display two fractional digits (f2 format)
|
||||||
|
float fps = m_Frames / (timeNow - m_LastInterval);
|
||||||
|
float ms = 1000.0f / Mathf.Max(fps, 0.00001f);
|
||||||
|
|
||||||
|
if (fps < 30)
|
||||||
|
htmlColorTag = "<color=yellow>";
|
||||||
|
else if (fps < 10)
|
||||||
|
htmlColorTag = "<color=red>";
|
||||||
|
else
|
||||||
|
htmlColorTag = "<color=green>";
|
||||||
|
|
||||||
|
m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms);
|
||||||
|
|
||||||
|
m_Frames = 0;
|
||||||
|
m_LastInterval = timeNow;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
|
||||||
|
{
|
||||||
|
switch (anchor_position)
|
||||||
|
{
|
||||||
|
case FpsCounterAnchorPositions.TopLeft:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft;
|
||||||
|
m_frameCounter_transform.pivot = new Vector2(0, 1);
|
||||||
|
m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f);
|
||||||
|
m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f);
|
||||||
|
m_frameCounter_transform.anchoredPosition = new Vector2(0, 1);
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.BottomLeft:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft;
|
||||||
|
m_frameCounter_transform.pivot = new Vector2(0, 0);
|
||||||
|
m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f);
|
||||||
|
m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f);
|
||||||
|
m_frameCounter_transform.anchoredPosition = new Vector2(0, 0);
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.TopRight:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.TopRight;
|
||||||
|
m_frameCounter_transform.pivot = new Vector2(1, 1);
|
||||||
|
m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f);
|
||||||
|
m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f);
|
||||||
|
m_frameCounter_transform.anchoredPosition = new Vector2(1, 1);
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.BottomRight:
|
||||||
|
m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight;
|
||||||
|
m_frameCounter_transform.pivot = new Vector2(1, 0);
|
||||||
|
m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f);
|
||||||
|
m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f);
|
||||||
|
m_frameCounter_transform.anchoredPosition = new Vector2(1, 0);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,84 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class TMPro_InstructionOverlay : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
|
||||||
|
|
||||||
|
public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.BottomLeft;
|
||||||
|
|
||||||
|
private const string instructions = "Camera Control - <#ffff00>Shift + RMB\n</color>Zoom - <#ffff00>Mouse wheel.";
|
||||||
|
|
||||||
|
private TextMeshPro m_TextMeshPro;
|
||||||
|
private TextContainer m_textContainer;
|
||||||
|
private Transform m_frameCounter_transform;
|
||||||
|
private Camera m_camera;
|
||||||
|
|
||||||
|
//private FpsCounterAnchorPositions last_AnchorPosition;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (!enabled)
|
||||||
|
return;
|
||||||
|
|
||||||
|
m_camera = Camera.main;
|
||||||
|
|
||||||
|
GameObject frameCounter = new GameObject("Frame Counter");
|
||||||
|
m_frameCounter_transform = frameCounter.transform;
|
||||||
|
m_frameCounter_transform.parent = m_camera.transform;
|
||||||
|
m_frameCounter_transform.localRotation = Quaternion.identity;
|
||||||
|
|
||||||
|
|
||||||
|
m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
|
||||||
|
m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
|
||||||
|
m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
|
||||||
|
|
||||||
|
m_TextMeshPro.fontSize = 30;
|
||||||
|
|
||||||
|
m_TextMeshPro.isOverlay = true;
|
||||||
|
m_textContainer = frameCounter.GetComponent<TextContainer>();
|
||||||
|
|
||||||
|
Set_FrameCounter_Position(AnchorPosition);
|
||||||
|
//last_AnchorPosition = AnchorPosition;
|
||||||
|
|
||||||
|
m_TextMeshPro.text = instructions;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
|
||||||
|
{
|
||||||
|
|
||||||
|
switch (anchor_position)
|
||||||
|
{
|
||||||
|
case FpsCounterAnchorPositions.TopLeft:
|
||||||
|
//m_TextMeshPro.anchor = AnchorPositions.TopLeft;
|
||||||
|
m_textContainer.anchorPosition = TextContainerAnchors.TopLeft;
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f));
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.BottomLeft:
|
||||||
|
//m_TextMeshPro.anchor = AnchorPositions.BottomLeft;
|
||||||
|
m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft;
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f));
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.TopRight:
|
||||||
|
//m_TextMeshPro.anchor = AnchorPositions.TopRight;
|
||||||
|
m_textContainer.anchorPosition = TextContainerAnchors.TopRight;
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f));
|
||||||
|
break;
|
||||||
|
case FpsCounterAnchorPositions.BottomRight:
|
||||||
|
//m_TextMeshPro.anchor = AnchorPositions.BottomRight;
|
||||||
|
m_textContainer.anchorPosition = TextContainerAnchors.BottomRight;
|
||||||
|
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
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Reference in New Issue