TextMeshProFloatingText.cs 8.08 KB
Newer Older
BlackAngle233's avatar
BlackAngle233 committed
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
using UnityEngine;
using System.Collections;


namespace TMPro.Examples
{
    
    public class TextMeshProFloatingText : MonoBehaviour
    {
        public Font TheFont;

        private GameObject m_floatingText;
        private TextMeshPro m_textMeshPro;
        private TextMesh m_textMesh;

        private Transform m_transform;
        private Transform m_floatingText_Transform;
        private Transform m_cameraTransform;

        Vector3 lastPOS = Vector3.zero;
        Quaternion lastRotation = Quaternion.identity;

        public int SpawnType;

        //private int m_frame = 0;

        void Awake()
        {
            m_transform = transform;
            m_floatingText = new GameObject(this.name + " floating text");

            // Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform.
            //m_floatingText_Transform = m_floatingText.transform;
            //m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);

            m_cameraTransform = Camera.main.transform;
        }

        void Start()
        {
            if (SpawnType == 0)
            {
                // TextMesh Pro Implementation
                m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
                m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3);
                
                m_floatingText_Transform = m_floatingText.transform;
                m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);

                //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
                //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material;

                m_textMeshPro.alignment = TextAlignmentOptions.Center;
                m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMeshPro.fontSize = 24;
                //m_textMeshPro.enableExtraPadding = true;
                //m_textMeshPro.enableShadows = false;
                m_textMeshPro.enableKerning = false;
                m_textMeshPro.text = string.Empty;

                StartCoroutine(DisplayTextMeshProFloatingText());
            }
            else if (SpawnType == 1)
            {
                //Debug.Log("Spawning TextMesh Objects.");

                m_floatingText_Transform = m_floatingText.transform;
                m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);

                m_textMesh = m_floatingText.AddComponent<TextMesh>();
                m_textMesh.font = Resources.Load<Font>("Fonts/ARIAL");
                m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMesh.anchor = TextAnchor.LowerCenter;
                m_textMesh.fontSize = 24;

                StartCoroutine(DisplayTextMeshFloatingText());
            }
            else if (SpawnType == 2)
            {

            }

        }


        //void Update()
        //{
        //    if (SpawnType == 0)
        //    {
        //        m_textMeshPro.SetText("{0}", m_frame);
        //    }
        //    else
        //    {
        //        m_textMesh.text = m_frame.ToString();
        //    }
        //    m_frame = (m_frame + 1) % 1000;

        //}


        public IEnumerator DisplayTextMeshProFloatingText()
        {
            float CountDuration = 2.0f; // How long is the countdown alive.    
            float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
            float current_Count = starting_Count;

            Vector3 start_pos = m_floatingText_Transform.position;
            Color32 start_color = m_textMeshPro.color;
            float alpha = 255;
            int int_counter = 0;


            float fadeDuration = 3 / starting_Count * CountDuration;

            while (current_Count > 0)
            {
                current_Count -= (Time.deltaTime / CountDuration) * starting_Count;

                if (current_Count <= 3)
                {
                    //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
                    alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
                }

                int_counter = (int)current_Count;
                m_textMeshPro.text = int_counter.ToString();
                //m_textMeshPro.SetText("{0}", (int)current_Count);

                m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);

                // Move the floating text upward each update
                m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);

                // Align floating text perpendicular to Camera.
                if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
                {
                    lastPOS = m_cameraTransform.position;
                    lastRotation = m_cameraTransform.rotation;
                    m_floatingText_Transform.rotation = lastRotation;
                    Vector3 dir = m_transform.position - lastPOS;
                    m_transform.forward = new Vector3(dir.x, 0, dir.z);
                }

                yield return new WaitForEndOfFrame();
            }

            //Debug.Log("Done Counting down.");

            yield return new WaitForSeconds(Random.Range(0.1f, 1.0f));

            m_floatingText_Transform.position = start_pos;

            StartCoroutine(DisplayTextMeshProFloatingText());
        }


        public IEnumerator DisplayTextMeshFloatingText()
        {
            float CountDuration = 2.0f; // How long is the countdown alive.    
            float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
            float current_Count = starting_Count;

            Vector3 start_pos = m_floatingText_Transform.position;
            Color32 start_color = m_textMesh.color;
            float alpha = 255;
            int int_counter = 0;

            float fadeDuration = 3 / starting_Count * CountDuration;

            while (current_Count > 0)
            {
                current_Count -= (Time.deltaTime / CountDuration) * starting_Count;

                if (current_Count <= 3)
                {
                    //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
                    alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
                }

                int_counter = (int)current_Count;
                m_textMesh.text = int_counter.ToString();
                //Debug.Log("Current Count:" + current_Count.ToString("f2"));

                m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);

                // Move the floating text upward each update
                m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);

                // Align floating text perpendicular to Camera.
                if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
                {
                    lastPOS = m_cameraTransform.position;
                    lastRotation = m_cameraTransform.rotation;
                    m_floatingText_Transform.rotation = lastRotation;
                    Vector3 dir = m_transform.position - lastPOS;
                    m_transform.forward = new Vector3(dir.x, 0, dir.z);
                }



                yield return new WaitForEndOfFrame();
            }

            //Debug.Log("Done Counting down.");

            yield return new WaitForSeconds(Random.Range(0.1f, 1.0f));

            m_floatingText_Transform.position = start_pos;

            StartCoroutine(DisplayTextMeshFloatingText());
        }
    }
}