Files
2026-02-21 16:45:37 +08:00

127 lines
5.2 KiB
C#

using System.Collections;
using UnityEngine;
namespace TMPro.Examples
{
public class VertexShakeB : MonoBehaviour
{
public float AngleMultiplier = 1f;
public float SpeedMultiplier = 1f;
public float CurveScale = 1f;
private TMP_Text m_TextComponent;
private bool hasTextChanged;
private void Awake()
{
m_TextComponent = GetComponent<TMP_Text>();
}
private void OnEnable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
private void OnDisable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
private void Start()
{
StartCoroutine(AnimateVertexColors());
}
private void ON_TEXT_CHANGED(Object obj)
{
if ((bool)(obj = m_TextComponent))
{
hasTextChanged = true;
}
}
private IEnumerator AnimateVertexColors()
{
m_TextComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = m_TextComponent.textInfo;
Vector3[][] copyOfVertices = new Vector3[0][];
hasTextChanged = true;
while (true)
{
if (hasTextChanged)
{
if (copyOfVertices.Length < textInfo.meshInfo.Length)
{
copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
}
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
int num = textInfo.meshInfo[i].vertices.Length;
copyOfVertices[i] = new Vector3[num];
}
hasTextChanged = false;
}
if (textInfo.characterCount == 0)
{
yield return new WaitForSeconds(0.25f);
continue;
}
int lineCount = textInfo.lineCount;
for (int j = 0; j < lineCount; j++)
{
int firstCharacterIndex = textInfo.lineInfo[j].firstCharacterIndex;
int lastCharacterIndex = textInfo.lineInfo[j].lastCharacterIndex;
Vector3 vector = (textInfo.characterInfo[firstCharacterIndex].bottomLeft + textInfo.characterInfo[lastCharacterIndex].topRight) / 2f;
Quaternion q = Quaternion.Euler(0f, 0f, Random.Range(-0.25f, 0.25f));
for (int k = firstCharacterIndex; k <= lastCharacterIndex; k++)
{
if (textInfo.characterInfo[k].isVisible)
{
int materialReferenceIndex = textInfo.characterInfo[k].materialReferenceIndex;
int vertexIndex = textInfo.characterInfo[k].vertexIndex;
Vector3[] vertices = textInfo.meshInfo[materialReferenceIndex].vertices;
Vector3 vector2 = (vertices[vertexIndex] + vertices[vertexIndex + 2]) / 2f;
copyOfVertices[materialReferenceIndex][vertexIndex] = vertices[vertexIndex] - vector2;
copyOfVertices[materialReferenceIndex][vertexIndex + 1] = vertices[vertexIndex + 1] - vector2;
copyOfVertices[materialReferenceIndex][vertexIndex + 2] = vertices[vertexIndex + 2] - vector2;
copyOfVertices[materialReferenceIndex][vertexIndex + 3] = vertices[vertexIndex + 3] - vector2;
float num2 = Random.Range(0.95f, 1.05f);
Matrix4x4 matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * num2);
copyOfVertices[materialReferenceIndex][vertexIndex] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex]);
copyOfVertices[materialReferenceIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex + 1]);
copyOfVertices[materialReferenceIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex + 2]);
copyOfVertices[materialReferenceIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex + 3]);
copyOfVertices[materialReferenceIndex][vertexIndex] += vector2;
copyOfVertices[materialReferenceIndex][vertexIndex + 1] += vector2;
copyOfVertices[materialReferenceIndex][vertexIndex + 2] += vector2;
copyOfVertices[materialReferenceIndex][vertexIndex + 3] += vector2;
copyOfVertices[materialReferenceIndex][vertexIndex] -= vector;
copyOfVertices[materialReferenceIndex][vertexIndex + 1] -= vector;
copyOfVertices[materialReferenceIndex][vertexIndex + 2] -= vector;
copyOfVertices[materialReferenceIndex][vertexIndex + 3] -= vector;
matrix = Matrix4x4.TRS(Vector3.one, q, Vector3.one);
copyOfVertices[materialReferenceIndex][vertexIndex] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex]);
copyOfVertices[materialReferenceIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex + 1]);
copyOfVertices[materialReferenceIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex + 2]);
copyOfVertices[materialReferenceIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialReferenceIndex][vertexIndex + 3]);
copyOfVertices[materialReferenceIndex][vertexIndex] += vector;
copyOfVertices[materialReferenceIndex][vertexIndex + 1] += vector;
copyOfVertices[materialReferenceIndex][vertexIndex + 2] += vector;
copyOfVertices[materialReferenceIndex][vertexIndex + 3] += vector;
}
}
}
for (int l = 0; l < textInfo.meshInfo.Length; l++)
{
textInfo.meshInfo[l].mesh.vertices = copyOfVertices[l];
m_TextComponent.UpdateGeometry(textInfo.meshInfo[l].mesh, l);
}
yield return new WaitForSeconds(0.1f);
}
}
}
}