Boppin score UI

This commit is contained in:
Dom Harris 2021-01-10 16:51:34 +00:00
parent c9f00f2f03
commit 01607da25e
20 changed files with 1068 additions and 1708 deletions

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@ -22,7 +22,7 @@ public class BeatSpawner : ShootInputBase
{ {
_shoot = beat % spawnOnBeat == 0; _shoot = beat % spawnOnBeat == 0;
if (_shoot) if (_shoot)
transform.position = new Vector3(Random.Range(xMin, xMax), transform.position.y, transform.position.z); transform.position = new Vector3(Mathf.Lerp(xMin, xMax, Mathf.Sin(beat)), transform.position.y, transform.position.z);
} }
public override bool IsShooting() public override bool IsShooting()

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@ -10,6 +10,9 @@ public class DisableOnDeath : MonoBehaviour
private Color _color1; private Color _color1;
private Color _color2; private Color _color2;
private static readonly int Color1 = Shader.PropertyToID(COLOR_1);
private static readonly int Color2 = Shader.PropertyToID(COLOR_2);
private static readonly int Alpha = Shader.PropertyToID("_Alpha");
private const string COLOR_1 = "_Color1"; private const string COLOR_1 = "_Color1";
private const string COLOR_2 = "_Color2"; private const string COLOR_2 = "_Color2";
@ -19,16 +22,16 @@ public class DisableOnDeath : MonoBehaviour
_health = GetComponent<EntityHealth>(); _health = GetComponent<EntityHealth>();
_renderer = GetComponentInChildren<Renderer>(); _renderer = GetComponentInChildren<Renderer>();
_color1 = _renderer.material.GetColor(COLOR_1); _color1 = _renderer.material.GetColor(Color1);
_color2 = _renderer.material.GetColor(COLOR_2); _color2 = _renderer.material.GetColor(Color2);
} }
private void OnEnable() private void OnEnable()
{ {
_health.Die += Die; _health.Die += Die;
_renderer.material.SetColor(COLOR_1, _color1); _renderer.material.SetColor(Color1, _color1);
_renderer.material.SetColor(COLOR_2, _color2); _renderer.material.SetColor(Color2, _color2);
} }
private void OnDisable() private void OnDisable()
@ -49,19 +52,16 @@ public class DisableOnDeath : MonoBehaviour
var c1 = Color.Lerp(_color1, Color.white, t); var c1 = Color.Lerp(_color1, Color.white, t);
var c2 = Color.Lerp(_color2, Color.white, t); var c2 = Color.Lerp(_color2, Color.white, t);
_renderer.material.SetColor(COLOR_1, c1); _renderer.material.SetColor(Color1, c1);
_renderer.material.SetColor(COLOR_2, c2); _renderer.material.SetColor(Color2, c2);
_renderer.material.SetFloat("_Alpha", 1.0f-t); _renderer.material.SetFloat(Alpha, 1.0f-t);
}, },
1.0f, 1.0f,
0.1f); 0.05f);
// _renderer.material.DOColor(Color.white, COLOR_1, 0.1f); transform.DOScale(Vector3.one * 1.5f, 0.15f).SetEase(Ease.OutQuint).OnComplete(() =>
// _renderer.material.DOColor(Color.white, COLOR_2, 0.1f);
// _renderer.material.DOFade(0, 0.1f).SetDelay(0.2f);
transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutQuint).OnComplete(() =>
{ {
gameObject.name = oldName; gameObject.name = oldName;
gameObject.SetActive(false); gameObject.SetActive(false);

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@ -0,0 +1,29 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Ktyl.Util;
using TMPro;
using UnityEngine;
public class ScaleWithTime : MonoBehaviour
{
[SerializeField] private SerialFloat timeSince;
[SerializeField] private float scale = 1.5f;
[SerializeField] private float ySquish = -0.15f;
[SerializeField] private float characterSpacing = 10f;
private TextMeshProUGUI _text;
private void Awake()
{
_text = GetComponent<TextMeshProUGUI>();
}
// Update is called once per frame
void Update()
{
_text.characterSpacing = timeSince * timeSince * characterSpacing;
transform.localScale = new Vector3(1 + timeSince*timeSince * scale, 1 + timeSince*timeSince * ySquish, 1);
}
}

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175
Assets/Scripts/VertexJitter.cs Executable file
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@ -0,0 +1,175 @@
using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class VertexJitter : MonoBehaviour
{
public float AngleMultiplier = 1.0f;
public float SpeedMultiplier = 1.0f;
public float CurveScale = 1.0f;
private TMP_Text m_TextComponent;
private bool hasTextChanged;
/// <summary>
/// Structure to hold pre-computed animation data.
/// </summary>
private struct VertexAnim
{
public float angleRange;
public float angle;
public float speed;
}
void Awake()
{
m_TextComponent = GetComponent<TMP_Text>();
}
void OnEnable()
{
// Subscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
void OnDisable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
void Start()
{
StartCoroutine(AnimateVertexColors());
}
void ON_TEXT_CHANGED(Object obj)
{
if (obj == m_TextComponent)
hasTextChanged = true;
}
/// <summary>
/// Method to animate vertex colors of a TMP Text object.
/// </summary>
/// <returns></returns>
IEnumerator AnimateVertexColors()
{
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
m_TextComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = m_TextComponent.textInfo;
Matrix4x4 matrix;
int loopCount = 0;
hasTextChanged = true;
// Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
VertexAnim[] vertexAnim = new VertexAnim[1024];
for (int i = 0; i < 1024; i++)
{
vertexAnim[i].angleRange = Random.Range(10f, 25f);
vertexAnim[i].speed = Random.Range(1f, 3f);
}
// Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
while (true)
{
// Get new copy of vertex data if the text has changed.
if (hasTextChanged)
{
// Update the copy of the vertex data for the text object.
cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
hasTextChanged = false;
}
int characterCount = textInfo.characterCount;
// If No Characters then just yield and wait for some text to be added
if (characterCount == 0)
{
yield return new WaitForSeconds(0.25f);
continue;
}
for (int i = 0; i < characterCount; i++)
{
TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
// Skip characters that are not visible and thus have no geometry to manipulate.
if (!charInfo.isVisible)
continue;
// Retrieve the pre-computed animation data for the given character.
VertexAnim vertAnim = vertexAnim[i];
// Get the index of the material used by the current character.
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
// Get the index of the first vertex used by this text element.
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
// Get the cached vertices of the mesh used by this text element (character or sprite).
Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
// Determine the center point of each character at the baseline.
//Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
// Determine the center point of each character.
Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
// Need to translate all 4 vertices of each quad 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;
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
destinationVertices[vertexIndex + 0] += offset;
destinationVertices[vertexIndex + 1] += offset;
destinationVertices[vertexIndex + 2] += offset;
destinationVertices[vertexIndex + 3] += offset;
vertexAnim[i] = vertAnim;
}
// Push changes into meshes
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
}
loopCount += 1;
yield return new WaitForSeconds(0.1f);
}
}
}
}

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161
Assets/Scripts/VertexShakeA.cs Executable file
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@ -0,0 +1,161 @@
using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class VertexShakeA : MonoBehaviour
{
public float AngleMultiplier = 1.0f;
public float SpeedMultiplier = 1.0f;
public float ScaleMultiplier = 1.0f;
public float RotationMultiplier = 1.0f;
private TMP_Text m_TextComponent;
private bool hasTextChanged;
void Awake()
{
m_TextComponent = GetComponent<TMP_Text>();
}
void OnEnable()
{
// Subscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
void OnDisable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
void Start()
{
StartCoroutine(AnimateVertexColors());
}
void ON_TEXT_CHANGED(Object obj)
{
if (obj = m_TextComponent)
hasTextChanged = true;
}
/// <summary>
/// Method to animate vertex colors of a TMP Text object.
/// </summary>
/// <returns></returns>
IEnumerator AnimateVertexColors()
{
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
m_TextComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = m_TextComponent.textInfo;
Matrix4x4 matrix;
Vector3[][] copyOfVertices = new Vector3[0][];
hasTextChanged = true;
while (true)
{
// Allocate new vertices
if (hasTextChanged)
{
if (copyOfVertices.Length < textInfo.meshInfo.Length)
copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
int length = textInfo.meshInfo[i].vertices.Length;
copyOfVertices[i] = new Vector3[length];
}
hasTextChanged = false;
}
int characterCount = textInfo.characterCount;
// If No Characters then just yield and wait for some text to be added
if (characterCount == 0)
{
yield return new WaitForSeconds(0.25f);
continue;
}
int lineCount = textInfo.lineCount;
// Iterate through each line of the text.
for (int i = 0; i < lineCount; i++)
{
int first = textInfo.lineInfo[i].firstCharacterIndex;
int last = textInfo.lineInfo[i].lastCharacterIndex;
// Determine the center of each line
Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier);
// Iterate through each character of the line.
for (int j = first; j <= last; j++)
{
// Skip characters that are not visible and thus have no geometry to manipulate.
if (!textInfo.characterInfo[j].isVisible)
continue;
// Get the index of the material used by the current character.
int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
// Get the index of the first vertex used by this text element.
int vertexIndex = textInfo.characterInfo[j].vertexIndex;
// Get the vertices of the mesh used by this text element (character or sprite).
Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
// Need to translate all 4 vertices of each quad to aligned with center of character.
// This is needed so the matrix TRS is applied at the origin for each character.
copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine;
// Determine the random scale change for each character.
float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier);
// Setup the matrix rotation.
matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale);
// Apply the matrix TRS to the individual characters relative to the center of the current line.
copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
// Revert the translation change.
copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
}
}
// Push changes into meshes
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
}
yield return new WaitForSeconds(0.1f);
}
}
}
}

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185
Assets/Scripts/VertexShakeB.cs Executable file
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@ -0,0 +1,185 @@
using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class VertexShakeB : MonoBehaviour
{
public float AngleMultiplier = 1.0f;
public float SpeedMultiplier = 1.0f;
public float CurveScale = 1.0f;
private TMP_Text m_TextComponent;
private bool hasTextChanged;
void Awake()
{
m_TextComponent = GetComponent<TMP_Text>();
}
void OnEnable()
{
// Subscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
void OnDisable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
void Start()
{
StartCoroutine(AnimateVertexColors());
}
void ON_TEXT_CHANGED(Object obj)
{
if (obj = m_TextComponent)
hasTextChanged = true;
}
/// <summary>
/// Method to animate vertex colors of a TMP Text object.
/// </summary>
/// <returns></returns>
IEnumerator AnimateVertexColors()
{
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
m_TextComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = m_TextComponent.textInfo;
Matrix4x4 matrix;
Vector3[][] copyOfVertices = new Vector3[0][];
hasTextChanged = true;
while (true)
{
// Allocate new vertices
if (hasTextChanged)
{
if (copyOfVertices.Length < textInfo.meshInfo.Length)
copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
int length = textInfo.meshInfo[i].vertices.Length;
copyOfVertices[i] = new Vector3[length];
}
hasTextChanged = false;
}
int characterCount = textInfo.characterCount;
// If No Characters then just yield and wait for some text to be added
if (characterCount == 0)
{
yield return new WaitForSeconds(0.25f);
continue;
}
int lineCount = textInfo.lineCount;
// Iterate through each line of the text.
for (int i = 0; i < lineCount; i++)
{
int first = textInfo.lineInfo[i].firstCharacterIndex;
int last = textInfo.lineInfo[i].lastCharacterIndex;
// Determine the center of each line
Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f));
// Iterate through each character of the line.
for (int j = first; j <= last; j++)
{
// Skip characters that are not visible and thus have no geometry to manipulate.
if (!textInfo.characterInfo[j].isVisible)
continue;
// Get the index of the material used by the current character.
int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
// Get the index of the first vertex used by this text element.
int vertexIndex = textInfo.characterInfo[j].vertexIndex;
// Get the vertices of the mesh used by this text element (character or sprite).
Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
// Determine the center point of each character at the baseline.
Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
// Need to translate all 4 vertices of each quad to aligned with center of character.
// This is needed so the matrix TRS is applied at the origin for each character.
copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter;
copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter;
copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter;
copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter;
// Determine the random scale change for each character.
float randomScale = Random.Range(0.95f, 1.05f);
// Setup the matrix for the scale change.
matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale);
// Apply the scale change relative to the center of each character.
copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
// Revert the translation change.
copyOfVertices[materialIndex][vertexIndex + 0] += charCenter;
copyOfVertices[materialIndex][vertexIndex + 1] += charCenter;
copyOfVertices[materialIndex][vertexIndex + 2] += charCenter;
copyOfVertices[materialIndex][vertexIndex + 3] += charCenter;
// Need to translate all 4 vertices of each quad to aligned with the center of the line.
// This is needed so the matrix TRS is applied from the center of the line.
copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine;
// Setup the matrix rotation.
matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one);
// Apply the matrix TRS to the individual characters relative to the center of the current line.
copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
// Revert the translation change.
copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
}
}
// Push changes into meshes
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
}
yield return new WaitForSeconds(0.1f);
}
}
}
}

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@ -0,0 +1,12 @@
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icon: {instanceID: 0}
userData:
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192
Assets/Scripts/VertexZoom.cs Executable file
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@ -0,0 +1,192 @@
using UnityEngine;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace TMPro.Examples
{
public class VertexZoom : MonoBehaviour
{
public float AngleMultiplier = 1.0f;
public float SpeedMultiplier = 1.0f;
public float CurveScale = 1.0f;
private TMP_Text m_TextComponent;
private bool hasTextChanged;
void Awake()
{
m_TextComponent = GetComponent<TMP_Text>();
}
void OnEnable()
{
// Subscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
void OnDisable()
{
// UnSubscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
void Start()
{
StartCoroutine(AnimateVertexColors());
}
void ON_TEXT_CHANGED(Object obj)
{
if (obj == m_TextComponent)
hasTextChanged = true;
}
/// <summary>
/// Method to animate vertex colors of a TMP Text object.
/// </summary>
/// <returns></returns>
IEnumerator AnimateVertexColors()
{
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
m_TextComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = m_TextComponent.textInfo;
Matrix4x4 matrix;
TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
// Allocations for sorting of the modified scales
List<float> modifiedCharScale = new List<float>();
List<int> scaleSortingOrder = new List<int>();
hasTextChanged = true;
while (true)
{
// Allocate new vertices
if (hasTextChanged)
{
// Get updated vertex data
cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
hasTextChanged = false;
}
int characterCount = textInfo.characterCount;
// If No Characters then just yield and wait for some text to be added
if (characterCount == 0)
{
yield return new WaitForSeconds(0.25f);
continue;
}
// Clear list of character scales
modifiedCharScale.Clear();
scaleSortingOrder.Clear();
for (int i = 0; i < characterCount; i++)
{
TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
// Skip characters that are not visible and thus have no geometry to manipulate.
if (!charInfo.isVisible)
continue;
// Get the index of the material used by the current character.
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
// Get the index of the first vertex used by this text element.
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
// Get the cached vertices of the mesh used by this text element (character or sprite).
Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices;
// Determine the center point of each character at the baseline.
//Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
// Determine the center point of each character.
Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
// Need to translate all 4 vertices of each quad 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;
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
//Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
// Determine the random scale change for each character.
float randomScale = Random.Range(1f, 1.5f);
// Add modified scale and index
modifiedCharScale.Add(randomScale);
scaleSortingOrder.Add(modifiedCharScale.Count - 1);
// Setup the matrix for the scale change.
//matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale);
matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale);
destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
destinationVertices[vertexIndex + 0] += offset;
destinationVertices[vertexIndex + 1] += offset;
destinationVertices[vertexIndex + 2] += offset;
destinationVertices[vertexIndex + 3] += offset;
// Restore Source UVS which have been modified by the sorting
Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2];
destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3];
// Restore Source Vertex Colors
Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32;
Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32;
destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0];
destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1];
destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2];
destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3];
}
// Push changes into meshes
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
//// Sort Quads based modified scale
scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b]));
textInfo.meshInfo[i].SortGeometry(scaleSortingOrder);
// Updated modified vertex attributes
textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0;
textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
}
yield return new WaitForSeconds(0.1f);
}
}
}
}

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@ -107,7 +107,8 @@ SubShader {
Lighting Off Lighting Off
Fog { Mode Off } Fog { Mode Off }
ZTest Always ZTest Always
Blend One OneMinusSrcAlpha Blend OneMinusDstColor OneMinusSrcAlpha
ColorMask [_ColorMask] ColorMask [_ColorMask]
Pass { Pass {

View File

@ -65,7 +65,7 @@ MonoBehaviour:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
m_ConstantMin: 20 m_ConstantMin: 20
m_ConstantMax: 30 m_ConstantMax: 60
bulletLifetime: bulletLifetime:
m_Mode: 0 m_Mode: 0
m_CurveMultiplier: 0 m_CurveMultiplier: 0