Merge branch 'main' into fix-materials

This commit is contained in:
Cat Flynn 2021-01-10 17:59:04 +00:00
commit 832a2f69d7
38 changed files with 1662 additions and 1750 deletions

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--- !u!1 &1395215960 --- !u!1 &1395215960
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@ -947,7 +1330,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 9463c7c973b354f1c882567f52337aed, type: 3} m_Script: {fileID: 11500000, guid: 9463c7c973b354f1c882567f52337aed, type: 3}
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numToSpawnPerFrame: 10 numToSpawnPerFrame: 10
--- !u!1 &1581716069 --- !u!1 &1581716069
@ -1157,10 +1540,42 @@ PrefabInstance:
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View File

@ -0,0 +1,31 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Weapons.Scripts;
using Random = UnityEngine.Random;
public class AddScoreOnDie : MonoBehaviour
{
[SerializeField] private ulong value = 100;
private EntityHealth _health;
private void Awake()
{
_health = GetComponent<EntityHealth>();
}
private void OnEnable()
{
_health.Die += Die;
}
private void OnDisable()
{
_health.Die -= Die;
}
private void Die()
{
Score.Value += value + (ulong)Random.Range(-5, 5);
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -1,17 +1,17 @@
using System; using System;
using UnityEngine; using UnityEngine;
using UnityEngine.Scripting; using UnityEngine.Scripting;
using Random = UnityEngine.Random;
public class BeatSpawner : ShootInputBase public class BeatSpawner : ShootInputBase
{ {
[SerializeField] private int pauseOnBeat; [SerializeField] private int spawnOnBeat = 2;
[SerializeField] private int pauseLengthInBeats; [SerializeField] private float xMin = -10;
[SerializeField] private int beatOffset; [SerializeField] private float xMax = 10;
private AudioBeatManager _audio; private AudioBeatManager _audio;
private bool _shoot; private bool _shoot;
private bool _isPaused = false;
private void Awake() private void Awake()
{ {
@ -20,13 +20,9 @@ public class BeatSpawner : ShootInputBase
public void OnBeat(int beat) public void OnBeat(int beat)
{ {
if ((beat + beatOffset) % pauseOnBeat == 0) _shoot = beat % spawnOnBeat == 0;
_isPaused = true; if (_shoot)
transform.position = new Vector3(Mathf.Lerp(xMin, xMax, Mathf.Sin(beat)), transform.position.y, transform.position.z);
if ((beat + beatOffset + pauseLengthInBeats) % pauseOnBeat == 0)
_isPaused = false;
_shoot = !_isPaused;
} }
public override bool IsShooting() public override bool IsShooting()

View File

@ -7,9 +7,13 @@ public class DisableOnDeath : MonoBehaviour
{ {
private EntityHealth _health; private EntityHealth _health;
private Renderer _renderer; private Renderer _renderer;
private Collider _collider;
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";
@ -18,17 +22,18 @@ public class DisableOnDeath : MonoBehaviour
{ {
_health = GetComponent<EntityHealth>(); _health = GetComponent<EntityHealth>();
_renderer = GetComponentInChildren<Renderer>(); _renderer = GetComponentInChildren<Renderer>();
_collider = GetComponentInChildren<Collider>();
_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;
_collider.enabled = true;
_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()
@ -40,7 +45,7 @@ public class DisableOnDeath : MonoBehaviour
{ {
var oldName = gameObject.name; var oldName = gameObject.name;
gameObject.name = "disabled"; gameObject.name = "disabled";
_collider.enabled = false;
float x = 0; float x = 0;
DOTween.To( DOTween.To(
() => x, () => x,
@ -49,19 +54,16 @@ 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);

View File

@ -5,21 +5,18 @@ using UnityEngine;
[CreateAssetMenu] [CreateAssetMenu]
public class EnemyAppearBehaviour : BaseBulletBehaviour public class EnemyAppearBehaviour : BaseBulletBehaviour
{ {
[SerializeField] private float zPos = 50f; [SerializeField] private float scaleUpOverBeats = 1;
[SerializeField] private float moveInDuration = 0.5f;
[SerializeField] private float scaleUpDuration = 0.3f;
[SerializeField] private float scaleUpDelay = 0.2f;
[SerializeField] private float moveOutPos = -15f;
[SerializeField] private float moveOutDuration = 2f;
private static AudioBeatManager _audio;
public override void DoBehaviour(Transform bullet, float size, Vector3 pos) public override void DoBehaviour(Transform bullet, float size, Vector3 pos)
{ {
if (_audio == null)
_audio = FindObjectOfType<AudioBeatManager>();
bullet.localScale = Vector3.zero; bullet.localScale = Vector3.zero;
bullet.localPosition = new Vector3(pos.x, pos.y, zPos); bullet.localPosition = pos;
DOTween.Sequence()
//.Append(bullet.DOMove(pos, moveInDuration).SetEase(Ease.OutQuint)) bullet.DOScale(Vector3.one * size, _audio.TimeBetweenBeats * scaleUpOverBeats).SetEase(Ease.OutQuint);
.Insert(scaleUpDelay, bullet.DORotate(new Vector3(0,0,45), moveInDuration/2f))
.Insert(scaleUpDelay + moveInDuration/2f, bullet.DORotate(Vector3.zero, moveInDuration/2f))
.Insert(scaleUpDelay, bullet.DOScale(Vector3.one * size, scaleUpDuration).SetEase(Ease.OutQuint));
} }
} }

View File

@ -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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17
Assets/Scripts/Score.cs Normal file
View File

@ -0,0 +1,17 @@
using System;
public static class Score
{
private static ulong _value;
public static ulong Value
{
get => _value;
set
{
_value = value;
ScoreUpdated?.Invoke(_value);
}
}
public static event Action<ulong> ScoreUpdated;
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 22e5c22e25d5491e9a6fdabcd5788ebf
timeCreated: 1610298027

View File

@ -0,0 +1,27 @@
using TMPro;
using UnityEngine;
public class UpdateScore : MonoBehaviour
{
private TextMeshProUGUI _text;
private void Awake()
{
_text = GetComponent<TextMeshProUGUI>();
}
private void OnEnable()
{
Score.ScoreUpdated += OnScoreUpdated;
}
private void OnDisable()
{
Score.ScoreUpdated -= OnScoreUpdated;
}
private void OnScoreUpdated(ulong obj)
{
_text.text = $"{obj:n0}";
}
}

View File

@ -0,0 +1,3 @@
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175
Assets/Scripts/VertexJitter.cs Executable file
View File

@ -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);
}
}
}
}

View File

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161
Assets/Scripts/VertexShakeA.cs Executable file
View File

@ -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);
}
}
}
}

View File

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185
Assets/Scripts/VertexShakeB.cs Executable file
View File

@ -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);
}
}
}
}

View File

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192
Assets/Scripts/VertexZoom.cs Executable file
View File

@ -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);
}
}
}
}

View File

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@ -256,8 +256,8 @@ public class Weapon : ScriptableObject
{ {
var b = _bulletTransforms[i]; var b = _bulletTransforms[i];
if (b == null) continue; if (b == null) continue;
Gizmos.DrawSphere(b.position, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve()); Gizmos.DrawSphere(b.position, b.localScale.x/2f );
Gizmos.DrawSphere(_bullets[i].PrevPos, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve()); Gizmos.DrawSphere(_bullets[i].PrevPos, b.localScale.x/2f );
Gizmos.DrawLine(b.position, _bullets[i].PrevPos); Gizmos.DrawLine(b.position, _bullets[i].PrevPos);
} }

View File

@ -0,0 +1,28 @@
using UnityEngine;
public class WrapAroundOnEnable : MonoBehaviour
{
[SerializeField] private float xMin, xMax;
private void OnEnable()
{
WaitUtils.Wait(Time.deltaTime, true, () =>
{
var w = Mathf.Abs(xMax - xMin);
var x = transform.localPosition.x;
if (x > xMax)
{
x -= w;
}
else if (x < xMin)
{
x += w;
}
transform.localPosition = new Vector3(
x,
transform.localPosition.y,
transform.localPosition.z);
});
}
}

View File

@ -0,0 +1,3 @@
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timeCreated: 1610299723

View File

@ -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

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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
@ -108,14 +108,14 @@ MonoBehaviour:
zone: zone:
numToSpawn: 10 numToSpawn: 10
offset: {x: 0, y: 0, z: 0} offset: {x: 0, y: 0, z: 0}
spawnType: 0 spawnType: 2
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spawnPlane: 1 spawnPlane: 1
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height: 0 height: 0
surfaceOnly: 0 surfaceOnly: 0
evenDistribution: 0 evenDistribution: 0
numSides: 5 numSides: 3
numPerSide: 10 numPerSide: 10
flipVertical: 0 flipVertical: 0
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