VertexShakeB.cs 8.52 KB
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using UnityEngine;
using System.Collections;


namespace TMPro.Examples
{

    public class VertexShakeB : MonoBehaviour
    {

        public float AngleMultiplier = 1.0f;
        public float SpeedMultiplier = 1.0f;
        public float CurveScale = 1.0f;

        private TMP_Text m_TextComponent;
        private bool hasTextChanged;


        void Awake()
        {
            m_TextComponent = GetComponent<TMP_Text>();
        }

        void OnEnable()
        {
            // Subscribe to event fired when text object has been regenerated.
            TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
        }

        void OnDisable()
        {
            TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
        }


        void Start()
        {
            StartCoroutine(AnimateVertexColors());
        }


        void ON_TEXT_CHANGED(Object obj)
        {
            if (obj = m_TextComponent)
                hasTextChanged = true;
        }

        /// <summary>
        /// Method to animate vertex colors of a TMP Text object.
        /// </summary>
        /// <returns></returns>
        IEnumerator AnimateVertexColors()
        {

            // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
            // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
            m_TextComponent.ForceMeshUpdate();

            TMP_TextInfo textInfo = m_TextComponent.textInfo;

            Matrix4x4 matrix;
            Vector3[][] copyOfVertices = new Vector3[0][];

            hasTextChanged = true;

            while (true)
            {
                // Allocate new vertices 
                if (hasTextChanged)
                {
                    if (copyOfVertices.Length < textInfo.meshInfo.Length)
                        copyOfVertices = new Vector3[textInfo.meshInfo.Length][];

                    for (int i = 0; i < textInfo.meshInfo.Length; i++)
                    {
                        int length = textInfo.meshInfo[i].vertices.Length;
                        copyOfVertices[i] = new Vector3[length];
                    }

                    hasTextChanged = false;
                }

                int characterCount = textInfo.characterCount;

                // If No Characters then just yield and wait for some text to be added
                if (characterCount == 0)
                {
                    yield return new WaitForSeconds(0.25f);
                    continue;
                }

                int lineCount = textInfo.lineCount;

                // Iterate through each line of the text.
                for (int i = 0; i < lineCount; i++)
                {

                    int first = textInfo.lineInfo[i].firstCharacterIndex;
                    int last = textInfo.lineInfo[i].lastCharacterIndex;

                    // Determine the center of each line
                    Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
                    Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f));

                    // Iterate through each character of the line.
                    for (int j = first; j <= last; j++)
                    {
                        // Skip characters that are not visible and thus have no geometry to manipulate.
                        if (!textInfo.characterInfo[j].isVisible)
                            continue;

                        // Get the index of the material used by the current character.
                        int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;

                        // Get the index of the first vertex used by this text element.
                        int vertexIndex = textInfo.characterInfo[j].vertexIndex;

                        // Get the vertices of the mesh used by this text element (character or sprite).
                        Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;

                        // Determine the center point of each character at the baseline.
                        Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;

                        // Need to translate all 4 vertices of each quad to aligned with center of character.
                        // This is needed so the matrix TRS is applied at the origin for each character.
                        copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter;
                        copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter;
                        copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter;
                        copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter;

                        // Determine the random scale change for each character.
                        float randomScale = Random.Range(0.95f, 1.05f);

                        // Setup the matrix for the scale change.
                        matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale);

                        // Apply the scale change relative to the center of each character.
                        copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
                        copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
                        copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
                        copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);

                        // Revert the translation change.
                        copyOfVertices[materialIndex][vertexIndex + 0] += charCenter;
                        copyOfVertices[materialIndex][vertexIndex + 1] += charCenter;
                        copyOfVertices[materialIndex][vertexIndex + 2] += charCenter;
                        copyOfVertices[materialIndex][vertexIndex + 3] += charCenter;

                        // Need to translate all 4 vertices of each quad to aligned with the center of the line.
                        // This is needed so the matrix TRS is applied from the center of the line.
                        copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine;
                        copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine;
                        copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine;
                        copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine;

                        // Setup the matrix rotation.
                        matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one);

                        // Apply the matrix TRS to the individual characters relative to the center of the current line.
                        copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
                        copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
                        copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
                        copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);

                        // Revert the translation change.
                        copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
                        copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
                        copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
                        copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
                    }
                }

                // Push changes into meshes
                for (int i = 0; i < textInfo.meshInfo.Length; i++)
                {
                    textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
                    m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
                }

                yield return new WaitForSeconds(0.1f);
            }
        }

    }
}