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// Author: Daniele Giardini - http://www.demigiant.com
// Created: 2015/03/27 19:02
//
// License Copyright (c) Daniele Giardini.
// This work is subject to the terms at http://dotween.demigiant.com/license.php
#if true // MODULE_MARKER
using System;
using System.Globalization;
using System.Collections.Generic;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using UnityEngine;
using TMPro;
using Object = UnityEngine.Object;
namespace DG.Tweening
{
public enum TMPSkewSpanMode
{
/// <summary>Applies the skew as-is (like normal skew works): the longer the text-span the higher the last character will be</summary>
Default,
/// <summary>Applies the skew scaled by the size of the text-span: the max skew/displacement will be the given skew factor</summary>
AsMaxSkewFactor
}
/// <summary>
/// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.
/// </summary>
public static class ShortcutExtensionsTMPText
{
#region Colors
/// <summary>Tweens a TextMeshPro's color to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOColor(this TMP_Text target, Color endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's faceColor to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFaceColor(this TMP_Text target, Color32 endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's outlineColor to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOOutlineColor(this TMP_Text target, Color32 endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's glow color to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
/// <param name="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param>
public static TweenerCore<Color, Color, ColorOptions> DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false)
{
TweenerCore<Color, Color, ColorOptions> t = useSharedMaterial
? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration)
: target.fontMaterial.DOColor(endValue, "_GlowColor", duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's alpha color to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFade(this TMP_Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro faceColor's alpha to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Color, Color, ColorOptions> DOFaceFade(this TMP_Text target, float endValue, float duration)
{
TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration);
t.SetTarget(target);
return t;
}
#endregion
#region Other
/// <summary>Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<Vector3, Vector3, VectorOptions> DOScale(this TMP_Text target, float endValue, float duration)
{
Transform trans = target.transform;
Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);
TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration);
t.SetTarget(target);
return t;
}
/// <summary>
/// Tweens a TextMeshPro's text from one integer to another, with options for thousands separators
/// </summary>
/// <param name="fromValue">The value to start from</param>
/// <param name="endValue">The end value to reach</param>
/// <param name="duration">The duration of the tween</param>
/// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>
/// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>
public static TweenerCore<int, int, NoOptions> DOCounter(
this TMP_Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null
){
int v = fromValue;
CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;
TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {
v = x;
target.text = addThousandsSeparator
? v.ToString("N0", cInfo)
: v.ToString();
}, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's fontSize to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<float, float, FloatOptions> DOFontSize(this TMP_Text target, float endValue, float duration)
{
TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's maxVisibleCharacters to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>
public static TweenerCore<int, int, NoOptions> DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration)
{
TweenerCore<int, int, NoOptions> t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration);
t.SetTarget(target);
return t;
}
/// <summary>Tweens a TextMeshPro's text to the given value.
/// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>
/// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>
/// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,
/// otherwise all tags will be considered as normal text</param>
/// <param name="scrambleMode">The type of scramble mode to use, if any</param>
/// <param name="scrambleChars">A string containing the characters to use for scrambling.
/// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.
/// Leave it to NULL (default) to use default ones</param>
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)
{
TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);
t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)
.SetTarget(target);
return t;
}
#endregion
}
#region DOTweenTMPAnimator
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
// ███ CLASS ███████████████████████████████████████████████████████████████████████████████████████████████████████████
// █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████
/// <summary>
/// Wrapper for <see cref="TMP_Text"/> objects that enables per-character tweening
/// (you don't need this if instead you want to animate the whole text object).
/// It also contains various handy methods to simply deform text without animating it ;)
/// <para><code>EXAMPLE:<para/>
/// DOTweenTMPAnimator animator = new DOTweenTMPAnimator(myTextMeshProTextField);<para/>
/// Tween tween = animator.DOCharScale(characterIndex, scaleValue, duration);
/// </code></para>
/// </summary>
public class DOTweenTMPAnimator : IDisposable
{
static readonly Dictionary<TMP_Text,DOTweenTMPAnimator> _targetToAnimator = new Dictionary<TMP_Text,DOTweenTMPAnimator>();
/// <summary><see cref="TMP_Text"/> that this animator is linked to</summary>
public TMP_Text target { get; private set; }
public TMP_TextInfo textInfo { get; private set; }
readonly List<CharTransform> _charTransforms = new List<CharTransform>();
TMP_MeshInfo[] _cachedMeshInfos;
bool _ignoreTextChangedEvent;
/// <summary>
/// Creates a new instance of the <see cref="DOTweenTMPAnimator"/>, which is necessary to animate <see cref="TMP_Text"/> by single characters.<para/>
/// If a <see cref="DOTweenTMPAnimator"/> already exists for the same <see cref="TMP_Text"/> object it will be disposed
/// (but not its tweens, those you will have to kill manually).
/// 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/>
/// IMPORTANT: the <see cref="TMP_Text"/> target must have been enabled/activated at least once before you can use it with this
/// </summary>
/// <param name="target">The <see cref="TMP_Text"/> that will be linked to this animator</param>
public DOTweenTMPAnimator(TMP_Text target)
{
if (target == null) {
Debugger.LogError("DOTweenTMPAnimator target can't be null");
return;
}
if (!target.gameObject.activeInHierarchy) {
Debugger.LogError("You can't create a DOTweenTMPAnimator if its target is disabled");
return;
}
// Verify that there's no other animators for the same target, and in case dispose them
if (_targetToAnimator.ContainsKey(target)) {
if (Debugger.logPriority >= 2) {
Debugger.Log(string.Format(
"A DOTweenTMPAnimator for \"{0}\" already exists: disposing it because you can't have more than one DOTweenTMPAnimator" +
" for the same TextMesh Pro object. If you have tweens running on the disposed DOTweenTMPAnimator you should kill them manually",
target
));
}
_targetToAnimator[target].Dispose();
_targetToAnimator.Remove(target);
}
//
this.target = target;
_targetToAnimator.Add(target, this);
Refresh();
// Listeners
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextChanged);
}
/// <summary>
/// If a <see cref="DOTweenTMPAnimator"/> instance exists for the given target disposes it
/// </summary>
public static void DisposeInstanceFor(TMP_Text target)
{
if (!_targetToAnimator.ContainsKey(target)) return;
_targetToAnimator[target].Dispose();
_targetToAnimator.Remove(target);
}
/// <summary>
/// Clears and disposes of this object
/// </summary>
public void Dispose()
{
target = null;
_charTransforms.Clear();
textInfo = null;
_cachedMeshInfos = null;
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(OnTextChanged);
}
/// <summary>
/// Refreshes the animator text data and resets all transformation data. Call this after you change the target <see cref="TMP_Text"/>
/// </summary>
public void Refresh()
{
_ignoreTextChangedEvent = true;
target.ForceMeshUpdate(true);
textInfo = target.textInfo;
_cachedMeshInfos = textInfo.CopyMeshInfoVertexData();
int totChars = textInfo.characterCount;
int totCurrent = _charTransforms.Count;
if (totCurrent > totChars) {
_charTransforms.RemoveRange(totChars, totCurrent - totChars);
totCurrent = totChars;
}
for (int i = 0; i < totCurrent; ++i) {
CharTransform c = _charTransforms[i];
c.ResetTransformationData();
c.Refresh(textInfo, _cachedMeshInfos);
_charTransforms[i] = c;
}
for (int i = totCurrent; i < totChars; ++i) _charTransforms.Add(new CharTransform(i, textInfo, _cachedMeshInfos));
_ignoreTextChangedEvent = false;
}
/// <summary>
/// Resets all deformations
/// </summary>
public void Reset()
{
int totCurrent = _charTransforms.Count;
for (int i = 0; i < totCurrent; ++i) _charTransforms[i].ResetAll(target, textInfo.meshInfo, _cachedMeshInfos);
}
void OnTextChanged(Object obj)
{
if (_ignoreTextChangedEvent || target == null || obj != target) return;
Refresh();
}
bool ValidateChar(int charIndex, bool isTween = true)
{
if (textInfo.characterCount <= charIndex) {
Debugger.LogError(string.Format("CharIndex {0} doesn't exist", charIndex));
return false;
}
if (!textInfo.characterInfo[charIndex].isVisible) {
if (Debugger.logPriority > 1) {
if (isTween) {
Debugger.Log(string.Format(
"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)",
charIndex
));
} else {
Debugger.Log(string.Format("CharIndex {0} isn't visible, ignoring it", charIndex));
}
}
return false;
}
return true;
}
bool ValidateSpan(int fromCharIndex, int toCharIndex, out int firstVisibleCharIndex, out int lastVisibleCharIndex)
{
firstVisibleCharIndex = -1; // First visible/existing charIndex from given index
lastVisibleCharIndex = -1; // Last visible/existing charIndex backwards from given index
int charCount = textInfo.characterCount;
if (fromCharIndex >= charCount) return false;
if (toCharIndex >= charCount) toCharIndex = charCount - 1;
for (int i = fromCharIndex; i < toCharIndex + 1; ++i) {
if (!_charTransforms[i].isVisible) continue;
firstVisibleCharIndex = i;
break;
}
if (firstVisibleCharIndex == -1) return false;
for (int i = toCharIndex; i > firstVisibleCharIndex - 1; --i) {
if (!_charTransforms[i].isVisible) continue;
lastVisibleCharIndex = i;
break;
}
if (lastVisibleCharIndex == -1) return false;
return true;
}
#region Word Setters
/// <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="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