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1038 lines
59 KiB
C#
1038 lines
59 KiB
C#
3 months ago
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// Author: Daniele Giardini - http://www.demigiant.com
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// Created: 2015/03/27 19:02
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//
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// License Copyright (c) Daniele Giardini.
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// This work is subject to the terms at http://dotween.demigiant.com/license.php
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#if true // MODULE_MARKER
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using System;
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using System.Globalization;
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using System.Collections.Generic;
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using DG.Tweening.Core;
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using DG.Tweening.Plugins.Options;
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using UnityEngine;
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using TMPro;
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using Object = UnityEngine.Object;
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namespace DG.Tweening
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{
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public enum TMPSkewSpanMode
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{
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/// <summary>Applies the skew as-is (like normal skew works): the longer the text-span the higher the last character will be</summary>
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Default,
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/// <summary>Applies the skew scaled by the size of the text-span: the max skew/displacement will be the given skew factor</summary>
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AsMaxSkewFactor
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}
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/// <summary>
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/// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.
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/// </summary>
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public static class ShortcutExtensionsTMPText
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{
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#region Colors
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/// <summary>Tweens a TextMeshPro's color to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOColor(this TMP_Text target, Color endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro's faceColor to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOFaceColor(this TMP_Text target, Color32 endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro's outlineColor to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOOutlineColor(this TMP_Text target, Color32 endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro's glow color to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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/// <param name="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param>
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public static TweenerCore<Color, Color, ColorOptions> DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false)
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{
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TweenerCore<Color, Color, ColorOptions> t = useSharedMaterial
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? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration)
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: target.fontMaterial.DOColor(endValue, "_GlowColor", duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro's alpha color to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOFade(this TMP_Text target, float endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro faceColor's alpha to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<Color, Color, ColorOptions> DOFaceFade(this TMP_Text target, float endValue, float duration)
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{
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TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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#endregion
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#region Other
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/// <summary>Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<Vector3, Vector3, VectorOptions> DOScale(this TMP_Text target, float endValue, float duration)
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{
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Transform trans = target.transform;
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Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
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TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>
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/// Tweens a TextMeshPro's text from one integer to another, with options for thousands separators
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/// </summary>
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/// <param name="fromValue">The value to start from</param>
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/// <param name="endValue">The end value to reach</param>
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/// <param name="duration">The duration of the tween</param>
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/// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
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/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
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public static TweenerCore<int, int, NoOptions> DOCounter(
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this TMP_Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
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){
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int v = fromValue;
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CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
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TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
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v = x;
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target.text = addThousandsSeparator
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? v.ToString("N0", cInfo)
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: v.ToString();
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}, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro's fontSize to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<float, float, FloatOptions> DOFontSize(this TMP_Text target, float endValue, float duration)
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{
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TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro's maxVisibleCharacters to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
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public static TweenerCore<int, int, NoOptions> DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration)
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{
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TweenerCore<int, int, NoOptions> t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration);
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t.SetTarget(target);
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return t;
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}
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/// <summary>Tweens a TextMeshPro's text to the given value.
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/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
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/// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
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/// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
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/// otherwise all tags will be considered as normal text</param>
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/// <param name="scrambleMode">The type of scramble mode to use, if any</param>
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/// <param name="scrambleChars">A string containing the characters to use for scrambling.
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/// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
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/// Leave it to NULL (default) to use default ones</param>
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public static TweenerCore<string, string, StringOptions> DOText(this TMP_Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)
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{
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TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
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t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
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.SetTarget(target);
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return t;
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}
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#endregion
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}
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#region DOTweenTMPAnimator
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// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
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// ███ CLASS ███████████████████████████████████████████████████████████████████████████████████████████████████████████
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// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
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/// <summary>
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/// Wrapper for <see cref="TMP_Text"/> objects that enables per-character tweening
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/// (you don't need this if instead you want to animate the whole text object).
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/// It also contains various handy methods to simply deform text without animating it ;)
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/// <para><code>EXAMPLE:<para/>
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/// DOTweenTMPAnimator animator = new DOTweenTMPAnimator(myTextMeshProTextField);<para/>
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/// Tween tween = animator.DOCharScale(characterIndex, scaleValue, duration);
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/// </code></para>
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/// </summary>
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public class DOTweenTMPAnimator : IDisposable
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{
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static readonly Dictionary<TMP_Text,DOTweenTMPAnimator> _targetToAnimator = new Dictionary<TMP_Text,DOTweenTMPAnimator>();
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/// <summary><see cref="TMP_Text"/> that this animator is linked to</summary>
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public TMP_Text target { get; private set; }
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public TMP_TextInfo textInfo { get; private set; }
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readonly List<CharTransform> _charTransforms = new List<CharTransform>();
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TMP_MeshInfo[] _cachedMeshInfos;
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bool _ignoreTextChangedEvent;
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/// <summary>
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/// Creates a new instance of the <see cref="DOTweenTMPAnimator"/>, which is necessary to animate <see cref="TMP_Text"/> by single characters.<para/>
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/// If a <see cref="DOTweenTMPAnimator"/> already exists for the same <see cref="TMP_Text"/> object it will be disposed
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/// (but not its tweens, those you will have to kill manually).
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/// If you want to animate the whole text object you don't need this, and you can use direct <see cref="TMP_Text"/> DO shortcuts instead.<para/>
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/// IMPORTANT: the <see cref="TMP_Text"/> target must have been enabled/activated at least once before you can use it with this
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/// </summary>
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/// <param name="target">The <see cref="TMP_Text"/> that will be linked to this animator</param>
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public DOTweenTMPAnimator(TMP_Text target)
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{
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if (target == null) {
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Debugger.LogError("DOTweenTMPAnimator target can't be null");
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return;
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}
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if (!target.gameObject.activeInHierarchy) {
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Debugger.LogError("You can't create a DOTweenTMPAnimator if its target is disabled");
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return;
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}
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// Verify that there's no other animators for the same target, and in case dispose them
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if (_targetToAnimator.ContainsKey(target)) {
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if (Debugger.logPriority >= 2) {
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Debugger.Log(string.Format(
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"A DOTweenTMPAnimator for \"{0}\" already exists: disposing it because you can't have more than one DOTweenTMPAnimator" +
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" for the same TextMesh Pro object. If you have tweens running on the disposed DOTweenTMPAnimator you should kill them manually",
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target
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));
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}
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_targetToAnimator[target].Dispose();
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_targetToAnimator.Remove(target);
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}
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//
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this.target = target;
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_targetToAnimator.Add(target, this);
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Refresh();
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// Listeners
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextChanged);
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}
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/// <summary>
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/// If a <see cref="DOTweenTMPAnimator"/> instance exists for the given target disposes it
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/// </summary>
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public static void DisposeInstanceFor(TMP_Text target)
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{
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if (!_targetToAnimator.ContainsKey(target)) return;
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_targetToAnimator[target].Dispose();
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_targetToAnimator.Remove(target);
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}
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/// <summary>
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/// Clears and disposes of this object
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/// </summary>
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public void Dispose()
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{
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target = null;
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_charTransforms.Clear();
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textInfo = null;
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_cachedMeshInfos = null;
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(OnTextChanged);
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}
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/// <summary>
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/// Refreshes the animator text data and resets all transformation data. Call this after you change the target <see cref="TMP_Text"/>
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/// </summary>
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public void Refresh()
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{
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_ignoreTextChangedEvent = true;
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target.ForceMeshUpdate(true);
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textInfo = target.textInfo;
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_cachedMeshInfos = textInfo.CopyMeshInfoVertexData();
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int totChars = textInfo.characterCount;
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int totCurrent = _charTransforms.Count;
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if (totCurrent > totChars) {
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_charTransforms.RemoveRange(totChars, totCurrent - totChars);
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totCurrent = totChars;
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}
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for (int i = 0; i < totCurrent; ++i) {
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CharTransform c = _charTransforms[i];
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c.ResetTransformationData();
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c.Refresh(textInfo, _cachedMeshInfos);
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_charTransforms[i] = c;
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}
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for (int i = totCurrent; i < totChars; ++i) _charTransforms.Add(new CharTransform(i, textInfo, _cachedMeshInfos));
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_ignoreTextChangedEvent = false;
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}
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/// <summary>
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/// Resets all deformations
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/// </summary>
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public void Reset()
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{
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int totCurrent = _charTransforms.Count;
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for (int i = 0; i < totCurrent; ++i) _charTransforms[i].ResetAll(target, textInfo.meshInfo, _cachedMeshInfos);
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}
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void OnTextChanged(Object obj)
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{
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if (_ignoreTextChangedEvent || target == null || obj != target) return;
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Refresh();
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}
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bool ValidateChar(int charIndex, bool isTween = true)
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{
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if (textInfo.characterCount <= charIndex) {
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Debugger.LogError(string.Format("CharIndex {0} doesn't exist", charIndex));
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return false;
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}
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if (!textInfo.characterInfo[charIndex].isVisible) {
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if (Debugger.logPriority > 1) {
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if (isTween) {
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Debugger.Log(string.Format(
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"CharIndex {0} isn't visible, ignoring it and returning an empty tween (TextMesh Pro will behave weirdly if invisible chars are included in the animation)",
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charIndex
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));
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} else {
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Debugger.Log(string.Format("CharIndex {0} isn't visible, ignoring it", charIndex));
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}
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}
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return false;
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}
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return true;
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}
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bool ValidateSpan(int fromCharIndex, int toCharIndex, out int firstVisibleCharIndex, out int lastVisibleCharIndex)
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{
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firstVisibleCharIndex = -1; // First visible/existing charIndex from given index
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lastVisibleCharIndex = -1; // Last visible/existing charIndex backwards from given index
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int charCount = textInfo.characterCount;
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if (fromCharIndex >= charCount) return false;
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if (toCharIndex >= charCount) toCharIndex = charCount - 1;
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for (int i = fromCharIndex; i < toCharIndex + 1; ++i) {
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if (!_charTransforms[i].isVisible) continue;
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firstVisibleCharIndex = i;
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break;
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}
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if (firstVisibleCharIndex == -1) return false;
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for (int i = toCharIndex; i > firstVisibleCharIndex - 1; --i) {
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if (!_charTransforms[i].isVisible) continue;
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lastVisibleCharIndex = i;
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break;
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}
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if (lastVisibleCharIndex == -1) return false;
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return true;
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}
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#region Word Setters
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/// <summary>
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/// Skews a span of characters uniformly (like normal skew works in graphic applications)
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/// </summary>
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/// <param name="fromCharIndex">First char index of the span to skew</param>
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/// <param name="toCharIndex">Last char index of the span to skew</param>
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/// <param name="skewFactor">Skew factor</param>
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||
|
/// <param name="skewTop">If TRUE skews the top side of the span, otherwise the bottom one</param>
|
||
|
public void SkewSpanX(int fromCharIndex, int toCharIndex, float skewFactor, bool skewTop = true)
|
||
|
{
|
||
|
int firstVisibleCharIndex, lastVisibleCharIndex;
|
||
|
if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return;
|
||
|
for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) {
|
||
|
if (!_charTransforms[i].isVisible) continue;
|
||
|
CharVertices v = _charTransforms[i].GetVertices();
|
||
|
float skew = SkewCharX(i, skewFactor, skewTop);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Skews a span of characters uniformly (like normal skew works in graphic applications)
|
||
|
/// </summary>
|
||
|
/// <param name="fromCharIndex">First char index of the span to skew</param>
|
||
|
/// <param name="toCharIndex">Last char index of the span to skew</param>
|
||
|
/// <param name="skewFactor">Skew factor</param>
|
||
|
/// <param name="mode">Skew mode</param>
|
||
|
/// <param name="skewRight">If TRUE skews the right side of the span, otherwise the left one</param>
|
||
|
public void SkewSpanY(
|
||
|
int fromCharIndex, int toCharIndex, float skewFactor,
|
||
|
TMPSkewSpanMode mode = TMPSkewSpanMode.Default, bool skewRight = true
|
||
|
){
|
||
|
int firstVisibleCharIndex, lastVisibleCharIndex;
|
||
|
if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return;
|
||
|
if (mode == TMPSkewSpanMode.AsMaxSkewFactor) {
|
||
|
CharVertices firstVisibleCharVertices = _charTransforms[firstVisibleCharIndex].GetVertices();
|
||
|
CharVertices lastVisibleCharVertices = _charTransforms[lastVisibleCharIndex].GetVertices();
|
||
|
float spanW = Mathf.Abs(lastVisibleCharVertices.bottomRight.x - firstVisibleCharVertices.bottomLeft.x);
|
||
|
float spanH = Mathf.Abs(lastVisibleCharVertices.topRight.y - lastVisibleCharVertices.bottomRight.y);
|
||
|
float ratio = spanH / spanW;
|
||
|
skewFactor *= ratio;
|
||
|
}
|
||
|
float offsetY = 0;
|
||
|
CharVertices prevCharVertices = new CharVertices();
|
||
|
float prevCharSkew = 0;
|
||
|
if (skewRight) {
|
||
|
for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) {
|
||
|
if (!_charTransforms[i].isVisible) continue;
|
||
|
CharVertices v = _charTransforms[i].GetVertices();
|
||
|
float skew = SkewCharY(i, skewFactor, skewRight);
|
||
|
if (i > firstVisibleCharIndex) {
|
||
|
float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x);
|
||
|
float charsDist = Mathf.Abs(v.bottomLeft.x - prevCharVertices.bottomRight.x);
|
||
|
offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW;
|
||
|
SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0));
|
||
|
}
|
||
|
prevCharVertices = v;
|
||
|
prevCharSkew = skew;
|
||
|
}
|
||
|
} else {
|
||
|
for (int i = lastVisibleCharIndex; i > firstVisibleCharIndex - 1; --i) {
|
||
|
if (!_charTransforms[i].isVisible) continue;
|
||
|
CharVertices v = _charTransforms[i].GetVertices();
|
||
|
float skew = SkewCharY(i, skewFactor, skewRight);
|
||
|
if (i < lastVisibleCharIndex) {
|
||
|
float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x);
|
||
|
float charsDist = Mathf.Abs(v.bottomRight.x - prevCharVertices.bottomLeft.x);
|
||
|
offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW;
|
||
|
SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0));
|
||
|
}
|
||
|
prevCharVertices = v;
|
||
|
prevCharSkew = skew;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Char Getters
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the current color of the given character, if it exists and is visible.
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
public Color GetCharColor(int charIndex)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return Color.white;
|
||
|
return _charTransforms[charIndex].GetColor(textInfo.meshInfo);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the current offset of the given character, if it exists and is visible.
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
public Vector3 GetCharOffset(int charIndex)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return Vector3.zero;
|
||
|
return _charTransforms[charIndex].offset;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the current rotation of the given character, if it exists and is visible.
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
public Vector3 GetCharRotation(int charIndex)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return Vector3.zero;
|
||
|
return _charTransforms[charIndex].rotation.eulerAngles;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns the current scale of the given character, if it exists and is visible.
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
public Vector3 GetCharScale(int charIndex)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return Vector3.zero;
|
||
|
return _charTransforms[charIndex].scale;
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Char Setters
|
||
|
|
||
|
/// <summary>
|
||
|
/// Immediately sets the color of the given character.
|
||
|
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
/// <param name="color">Color to set</param>
|
||
|
public void SetCharColor(int charIndex, Color32 color)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return;
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
c.UpdateColor(target, color, textInfo.meshInfo);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Immediately sets the offset of the given character.
|
||
|
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
/// <param name="offset">Offset to set</param>
|
||
|
public void SetCharOffset(int charIndex, Vector3 offset)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return;
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
c.UpdateGeometry(target, offset, c.rotation, c.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Immediately sets the rotation of the given character.
|
||
|
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
/// <param name="rotation">Rotation to set</param>
|
||
|
public void SetCharRotation(int charIndex, Vector3 rotation)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return;
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
c.UpdateGeometry(target, c.offset, Quaternion.Euler(rotation), c.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Immediately sets the scale of the given character.
|
||
|
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
/// <param name="scale">Scale to set</param>
|
||
|
public void SetCharScale(int charIndex, Vector3 scale)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return;
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
c.UpdateGeometry(target, c.offset, c.rotation, scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Immediately shifts the vertices of the given character by the given factor.
|
||
|
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
/// <param name="topLeftShift">Top left offset</param>
|
||
|
/// <param name="topRightShift">Top right offset</param>
|
||
|
/// <param name="bottomLeftShift">Bottom left offset</param>
|
||
|
/// <param name="bottomRightShift">Bottom right offset</param>
|
||
|
public void ShiftCharVertices(int charIndex, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return;
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
c.ShiftVertices(target, topLeftShift, topRightShift, bottomLeftShift, bottomRightShift);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Skews the given character horizontally along the X axis and returns the skew amount applied (based on the character's size)
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
/// <param name="skewFactor">skew amount</param>
|
||
|
/// <param name="skewTop">If TRUE skews the top side of the character, otherwise the bottom one</param>
|
||
|
public float SkewCharX(int charIndex, float skewFactor, bool skewTop = true)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return 0;
|
||
|
Vector3 skewV = new Vector3(skewFactor, 0, 0);
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
if (skewTop) c.ShiftVertices(target, skewV, skewV, Vector3.zero, Vector3.zero);
|
||
|
else c.ShiftVertices(target, Vector3.zero, Vector3.zero, skewV, skewV);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
return skewFactor;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Skews the given character vertically along the Y axis and returns the skew amount applied (based on the character's size)
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
/// <param name="skewFactor">skew amount</param>
|
||
|
/// <param name="skewRight">If TRUE skews the right side of the character, otherwise the left one</param>
|
||
|
/// <param name="fixedSkew">If TRUE applies exactly the given <see cref="skewFactor"/>,
|
||
|
/// otherwise modifies it based on the aspectRation of the character</param>
|
||
|
public float SkewCharY(int charIndex, float skewFactor, bool skewRight = true, bool fixedSkew = false)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return 0;
|
||
|
float skew = fixedSkew ? skewFactor : skewFactor * textInfo.characterInfo[charIndex].aspectRatio;
|
||
|
Vector3 skewV = new Vector3(0, skew, 0);
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
if (skewRight) c.ShiftVertices(target, Vector3.zero, skewV, Vector3.zero, skewV);
|
||
|
else c.ShiftVertices(target, skewV, Vector3.zero, skewV, Vector3.zero);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
return skew;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Resets the eventual vertices shift applied to the given character via <see cref="ShiftCharVertices"/>.
|
||
|
/// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible
|
||
|
/// </summary>
|
||
|
/// <param name="charIndex">Character index</param>
|
||
|
public void ResetVerticesShift(int charIndex)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return;
|
||
|
CharTransform c = _charTransforms[charIndex];
|
||
|
c.ResetVerticesShift(target);
|
||
|
_charTransforms[charIndex] = c;
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region Char Tweens
|
||
|
|
||
|
/// <summary>Tweens a character's alpha to the given value and returns the <see cref="Tween"/>.
|
||
|
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||
|
public TweenerCore<Color, Color, ColorOptions> DOFadeChar(int charIndex, float endValue, float duration)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => {
|
||
|
_charTransforms[charIndex].UpdateAlpha(target, x, textInfo.meshInfo);
|
||
|
}, endValue, duration);
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
/// <summary>Tweens a character's color to the given value and returns the <see cref="Tween"/>.
|
||
|
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||
|
public TweenerCore<Color, Color, ColorOptions> DOColorChar(int charIndex, Color endValue, float duration)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => {
|
||
|
_charTransforms[charIndex].UpdateColor(target, x, textInfo.meshInfo);
|
||
|
}, endValue, duration);
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
/// <summary>Tweens a character's offset to the given value and returns the <see cref="Tween"/>.
|
||
|
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||
|
public TweenerCore<Vector3, Vector3, VectorOptions> DOOffsetChar(int charIndex, Vector3 endValue, float duration)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => _charTransforms[charIndex].offset, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, endValue, duration);
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
/// <summary>Tweens a character's rotation to the given value and returns the <see cref="Tween"/>.
|
||
|
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||
|
/// <param name="mode">Rotation mode</param>
|
||
|
public TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotateChar(int charIndex, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => _charTransforms[charIndex].rotation, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, charT.offset, x, charT.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, endValue, duration);
|
||
|
t.plugOptions.rotateMode = mode;
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
/// <summary>Tweens a character's scale to the given value and returns the <see cref="Tween"/>.
|
||
|
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||
|
public TweenerCore<Vector3, Vector3, VectorOptions> DOScaleChar(int charIndex, float endValue, float duration)
|
||
|
{
|
||
|
return DOScaleChar(charIndex, new Vector3(endValue, endValue, endValue), duration);
|
||
|
}
|
||
|
/// <summary>Tweens a character's color to the given value and returns the <see cref="Tween"/>.
|
||
|
/// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
|
||
|
public TweenerCore<Vector3, Vector3, VectorOptions> DOScaleChar(int charIndex, Vector3 endValue, float duration)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => _charTransforms[charIndex].scale, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, endValue, duration);
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
/// <summary>Punches a character's offset towards the given direction and then back to the starting one
|
||
|
/// as if it was connected to the starting position via an elastic.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="punch">The punch strength</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||
|
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||
|
/// 1 creates a full oscillation between the punch offset and the opposite offset,
|
||
|
/// while 0 oscillates only between the punch offset and the start offset</param>
|
||
|
public Tweener DOPunchCharOffset(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
if (duration <= 0) {
|
||
|
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||
|
return null;
|
||
|
}
|
||
|
return DOTween.Punch(() => _charTransforms[charIndex].offset, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, punch, duration, vibrato, elasticity);
|
||
|
}
|
||
|
|
||
|
/// <summary>Punches a character's rotation towards the given direction and then back to the starting one
|
||
|
/// as if it was connected to the starting position via an elastic.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="punch">The punch strength</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||
|
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||
|
/// 1 creates a full oscillation between the punch rotation and the opposite rotation,
|
||
|
/// while 0 oscillates only between the punch rotation and the start rotation</param>
|
||
|
public Tweener DOPunchCharRotation(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
if (duration <= 0) {
|
||
|
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||
|
return null;
|
||
|
}
|
||
|
return DOTween.Punch(() => _charTransforms[charIndex].rotation.eulerAngles, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, punch, duration, vibrato, elasticity);
|
||
|
}
|
||
|
|
||
|
/// <summary>Punches a character's scale towards the given direction and then back to the starting one
|
||
|
/// as if it was connected to the starting position via an elastic.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="punch">The punch strength (added to the character's current scale)</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||
|
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||
|
/// 1 creates a full oscillation between the punch scale and the opposite scale,
|
||
|
/// while 0 oscillates only between the punch scale and the start scale</param>
|
||
|
public Tweener DOPunchCharScale(int charIndex, float punch, float duration, int vibrato = 10, float elasticity = 1)
|
||
|
{
|
||
|
return DOPunchCharScale(charIndex, new Vector3(punch, punch, punch), duration, vibrato, elasticity);
|
||
|
}
|
||
|
/// <summary>Punches a character's scale towards the given direction and then back to the starting one
|
||
|
/// as if it was connected to the starting position via an elastic.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="punch">The punch strength (added to the character's current scale)</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="vibrato">Indicates how much will the punch vibrate per second</param>
|
||
|
/// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.
|
||
|
/// 1 creates a full oscillation between the punch scale and the opposite scale,
|
||
|
/// while 0 oscillates only between the punch scale and the start scale</param>
|
||
|
public Tweener DOPunchCharScale(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
if (duration <= 0) {
|
||
|
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||
|
return null;
|
||
|
}
|
||
|
return DOTween.Punch(() => _charTransforms[charIndex].scale, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, punch, duration, vibrato, elasticity);
|
||
|
}
|
||
|
|
||
|
/// <summary>Shakes a character's offset with the given values.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="strength">The shake strength</param>
|
||
|
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||
|
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||
|
/// Setting it to 0 will shake along a single direction.</param>
|
||
|
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||
|
public Tweener DOShakeCharOffset(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||
|
{
|
||
|
return DOShakeCharOffset(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut);
|
||
|
}
|
||
|
/// <summary>Shakes a character's offset with the given values.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="strength">The shake strength</param>
|
||
|
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||
|
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||
|
/// Setting it to 0 will shake along a single direction.</param>
|
||
|
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||
|
public Tweener DOShakeCharOffset(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
if (duration <= 0) {
|
||
|
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||
|
return null;
|
||
|
}
|
||
|
return DOTween.Shake(() => _charTransforms[charIndex].offset, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, duration, strength, vibrato, randomness, fadeOut);
|
||
|
}
|
||
|
|
||
|
/// <summary>Shakes a character's rotation with the given values.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="strength">The shake strength</param>
|
||
|
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||
|
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||
|
/// Setting it to 0 will shake along a single direction.</param>
|
||
|
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||
|
public Tweener DOShakeCharRotation(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
if (duration <= 0) {
|
||
|
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||
|
return null;
|
||
|
}
|
||
|
return DOTween.Shake(() => _charTransforms[charIndex].rotation.eulerAngles, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, duration, strength, vibrato, randomness, fadeOut);
|
||
|
}
|
||
|
|
||
|
/// <summary>Shakes a character's scale with the given values.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="strength">The shake strength</param>
|
||
|
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||
|
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||
|
/// Setting it to 0 will shake along a single direction.</param>
|
||
|
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||
|
public Tweener DOShakeCharScale(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||
|
{
|
||
|
return DOShakeCharScale(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut);
|
||
|
}
|
||
|
/// <summary>Shakes a character's scale with the given values.</summary>
|
||
|
/// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>
|
||
|
/// <param name="duration">The duration of the tween</param>
|
||
|
/// <param name="strength">The shake strength</param>
|
||
|
/// <param name="vibrato">Indicates how much will the shake vibrate</param>
|
||
|
/// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).
|
||
|
/// Setting it to 0 will shake along a single direction.</param>
|
||
|
/// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>
|
||
|
public Tweener DOShakeCharScale(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)
|
||
|
{
|
||
|
if (!ValidateChar(charIndex)) return null;
|
||
|
if (duration <= 0) {
|
||
|
if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");
|
||
|
return null;
|
||
|
}
|
||
|
return DOTween.Shake(() => _charTransforms[charIndex].scale, x => {
|
||
|
CharTransform charT = _charTransforms[charIndex];
|
||
|
charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);
|
||
|
_charTransforms[charIndex] = charT;
|
||
|
}, duration, strength, vibrato, randomness, fadeOut);
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
// ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████
|
||
|
|
||
|
struct CharVertices
|
||
|
{
|
||
|
public Vector3 bottomLeft, topLeft, topRight, bottomRight;
|
||
|
|
||
|
public CharVertices(Vector3 bottomLeft, Vector3 topLeft, Vector3 topRight, Vector3 bottomRight)
|
||
|
{
|
||
|
this.bottomLeft = bottomLeft;
|
||
|
this.topLeft = topLeft;
|
||
|
this.topRight = topRight;
|
||
|
this.bottomRight = bottomRight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
|
||
|
|
||
|
// Vertices of each character are:
|
||
|
// 0 : bottom left, 1 : top left, 2 : top right, 3 : bottom right
|
||
|
struct CharTransform
|
||
|
{
|
||
|
public int charIndex;
|
||
|
public bool isVisible { get; private set; } // FALSE both if it's invisible or if it's a space
|
||
|
public Vector3 offset;
|
||
|
public Quaternion rotation;
|
||
|
public Vector3 scale;
|
||
|
Vector3 _topLeftShift, _topRightShift, _bottomLeftShift, _bottomRightShift;
|
||
|
Vector3 _charMidBaselineOffset;
|
||
|
int _matIndex, _firstVertexIndex;
|
||
|
TMP_MeshInfo _meshInfo;
|
||
|
|
||
|
public CharTransform(int charIndex, TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos) : this()
|
||
|
{
|
||
|
this.charIndex = charIndex;
|
||
|
offset = Vector3.zero;
|
||
|
rotation = Quaternion.identity;
|
||
|
scale = Vector3.one;
|
||
|
Refresh(textInfo, cachedMeshInfos);
|
||
|
}
|
||
|
|
||
|
public void Refresh(TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos)
|
||
|
{
|
||
|
TMP_CharacterInfo charInfo = textInfo.characterInfo[charIndex];
|
||
|
bool isSpaceChar = charInfo.character == ' ';
|
||
|
isVisible = charInfo.isVisible && !isSpaceChar;
|
||
|
_matIndex = charInfo.materialReferenceIndex;
|
||
|
_firstVertexIndex = charInfo.vertexIndex;
|
||
|
_meshInfo = textInfo.meshInfo[_matIndex];
|
||
|
Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;
|
||
|
_charMidBaselineOffset = isSpaceChar
|
||
|
? Vector3.zero
|
||
|
: (cachedVertices[_firstVertexIndex] + cachedVertices[_firstVertexIndex + 2]) * 0.5f;
|
||
|
}
|
||
|
|
||
|
public void ResetAll(TMP_Text target, TMP_MeshInfo[] meshInfos, TMP_MeshInfo[] cachedMeshInfos)
|
||
|
{
|
||
|
ResetGeometry(target, cachedMeshInfos);
|
||
|
ResetColors(target, meshInfos);
|
||
|
}
|
||
|
|
||
|
public void ResetTransformationData()
|
||
|
{
|
||
|
offset = Vector3.zero;
|
||
|
rotation = Quaternion.identity;
|
||
|
scale = Vector3.one;
|
||
|
_topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero;
|
||
|
}
|
||
|
|
||
|
public void ResetGeometry(TMP_Text target, TMP_MeshInfo[] cachedMeshInfos)
|
||
|
{
|
||
|
ResetTransformationData();
|
||
|
Vector3[] destinationVertices = _meshInfo.vertices;
|
||
|
Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;
|
||
|
destinationVertices[_firstVertexIndex + 0] = cachedVertices[_firstVertexIndex + 0];
|
||
|
destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1];
|
||
|
destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2];
|
||
|
destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3];
|
||
|
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||
|
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||
|
}
|
||
|
|
||
|
public void ResetColors(TMP_Text target, TMP_MeshInfo[] meshInfos)
|
||
|
{
|
||
|
Color color = target.color;
|
||
|
Color32[] vertexCols = meshInfos[_matIndex].colors32;
|
||
|
vertexCols[_firstVertexIndex] = color;
|
||
|
vertexCols[_firstVertexIndex + 1] = color;
|
||
|
vertexCols[_firstVertexIndex + 2] = color;
|
||
|
vertexCols[_firstVertexIndex + 3] = color;
|
||
|
target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
|
||
|
}
|
||
|
|
||
|
public Color32 GetColor(TMP_MeshInfo[] meshInfos)
|
||
|
{
|
||
|
return meshInfos[_matIndex].colors32[_firstVertexIndex];
|
||
|
}
|
||
|
|
||
|
public CharVertices GetVertices()
|
||
|
{
|
||
|
return new CharVertices(
|
||
|
_meshInfo.vertices[_firstVertexIndex], _meshInfo.vertices[_firstVertexIndex + 1],
|
||
|
_meshInfo.vertices[_firstVertexIndex + 2], _meshInfo.vertices[_firstVertexIndex + 3]
|
||
|
);
|
||
|
}
|
||
|
|
||
|
public void UpdateAlpha(TMP_Text target, Color alphaColor, TMP_MeshInfo[] meshInfos, bool apply = true)
|
||
|
{
|
||
|
byte alphaByte = (byte)(alphaColor.a * 255);
|
||
|
Color32[] vertexCols = meshInfos[_matIndex].colors32;
|
||
|
vertexCols[_firstVertexIndex].a = alphaByte;
|
||
|
vertexCols[_firstVertexIndex + 1].a = alphaByte;
|
||
|
vertexCols[_firstVertexIndex + 2].a = alphaByte;
|
||
|
vertexCols[_firstVertexIndex + 3].a = alphaByte;
|
||
|
if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
|
||
|
}
|
||
|
|
||
|
public void UpdateColor(TMP_Text target, Color32 color, TMP_MeshInfo[] meshInfos, bool apply = true)
|
||
|
{
|
||
|
Color32[] vertexCols = meshInfos[_matIndex].colors32;
|
||
|
vertexCols[_firstVertexIndex] = color;
|
||
|
vertexCols[_firstVertexIndex + 1] = color;
|
||
|
vertexCols[_firstVertexIndex + 2] = color;
|
||
|
vertexCols[_firstVertexIndex + 3] = color;
|
||
|
if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);
|
||
|
}
|
||
|
|
||
|
public void UpdateGeometry(TMP_Text target, Vector3 offset, Quaternion rotation, Vector3 scale, TMP_MeshInfo[] cachedMeshInfos, bool apply = true)
|
||
|
{
|
||
|
this.offset = offset;
|
||
|
this.rotation = rotation;
|
||
|
this.scale = scale;
|
||
|
|
||
|
if (!apply) return;
|
||
|
|
||
|
Vector3[] destinationVertices = _meshInfo.vertices;
|
||
|
Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;
|
||
|
destinationVertices[_firstVertexIndex] = cachedVertices[_firstVertexIndex + 0] - _charMidBaselineOffset;
|
||
|
destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1] - _charMidBaselineOffset;
|
||
|
destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2] - _charMidBaselineOffset;
|
||
|
destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3] - _charMidBaselineOffset;
|
||
|
Matrix4x4 matrix = Matrix4x4.TRS(this.offset, this.rotation, this.scale);
|
||
|
destinationVertices[_firstVertexIndex]
|
||
|
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 0]) + _charMidBaselineOffset + _bottomLeftShift;
|
||
|
destinationVertices[_firstVertexIndex + 1]
|
||
|
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 1]) + _charMidBaselineOffset + _topLeftShift;
|
||
|
destinationVertices[_firstVertexIndex + 2]
|
||
|
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 2]) + _charMidBaselineOffset + _topRightShift;
|
||
|
destinationVertices[_firstVertexIndex + 3]
|
||
|
= matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 3]) + _charMidBaselineOffset + _bottomRightShift;
|
||
|
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||
|
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||
|
}
|
||
|
|
||
|
public void ShiftVertices(TMP_Text target, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift)
|
||
|
{
|
||
|
_topLeftShift += topLeftShift;
|
||
|
_topRightShift += topRightShift;
|
||
|
_bottomLeftShift += bottomLeftShift;
|
||
|
_bottomRightShift += bottomRightShift;
|
||
|
Vector3[] destinationVertices = _meshInfo.vertices;
|
||
|
destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] + _bottomLeftShift;
|
||
|
destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] + _topLeftShift;
|
||
|
destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] + _topRightShift;
|
||
|
destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] + _bottomRightShift;
|
||
|
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||
|
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||
|
}
|
||
|
|
||
|
public void ResetVerticesShift(TMP_Text target)
|
||
|
{
|
||
|
Vector3[] destinationVertices = _meshInfo.vertices;
|
||
|
destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] - _bottomLeftShift;
|
||
|
destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] - _topLeftShift;
|
||
|
destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] - _topRightShift;
|
||
|
destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] - _bottomRightShift;
|
||
|
_meshInfo.mesh.vertices = _meshInfo.vertices;
|
||
|
target.UpdateGeometry(_meshInfo.mesh, _matIndex);
|
||
|
_topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
}
|
||
|
#endif
|