Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/TMPro/Examples/SkewTextExample.cs
2026-02-21 16:45:37 +08:00

105 lines
4.0 KiB
C#

using System.Collections;
using UnityEngine;
namespace TMPro.Examples
{
public class SkewTextExample : MonoBehaviour
{
private TMP_Text m_TextComponent;
public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.25f, 2f), new Keyframe(0.5f, 0f), new Keyframe(0.75f, 2f), new Keyframe(1f, 0f));
public float CurveScale = 1f;
public float ShearAmount = 1f;
private void Awake()
{
m_TextComponent = base.gameObject.GetComponent<TMP_Text>();
}
private void Start()
{
StartCoroutine(WarpText());
}
private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
{
AnimationCurve animationCurve = new AnimationCurve();
animationCurve.keys = curve.keys;
return animationCurve;
}
private IEnumerator WarpText()
{
VertexCurve.preWrapMode = WrapMode.Once;
VertexCurve.postWrapMode = WrapMode.Once;
m_TextComponent.havePropertiesChanged = true;
CurveScale *= 10f;
float old_CurveScale = CurveScale;
float old_ShearValue = ShearAmount;
AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
while (true)
{
if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount)
{
yield return null;
continue;
}
old_CurveScale = CurveScale;
old_curve = CopyAnimationCurve(VertexCurve);
old_ShearValue = ShearAmount;
m_TextComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = m_TextComponent.textInfo;
int characterCount = textInfo.characterCount;
if (characterCount == 0)
{
continue;
}
float boundsMinX = m_TextComponent.bounds.min.x;
float boundsMaxX = m_TextComponent.bounds.max.x;
for (int i = 0; i < characterCount; i++)
{
if (textInfo.characterInfo[i].isVisible)
{
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
int materialReferenceIndex = textInfo.characterInfo[i].materialReferenceIndex;
Vector3[] vertices = textInfo.meshInfo[materialReferenceIndex].vertices;
Vector3 vector = new Vector2((vertices[vertexIndex].x + vertices[vertexIndex + 2].x) / 2f, textInfo.characterInfo[i].baseLine);
vertices[vertexIndex] += -vector;
vertices[vertexIndex + 1] += -vector;
vertices[vertexIndex + 2] += -vector;
vertices[vertexIndex + 3] += -vector;
float num = ShearAmount * 0.01f;
Vector3 vector2 = new Vector3(num * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0f, 0f);
Vector3 vector3 = new Vector3(num * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0f, 0f);
vertices[vertexIndex] += -vector3;
vertices[vertexIndex + 1] += vector2;
vertices[vertexIndex + 2] += vector2;
vertices[vertexIndex + 3] += -vector3;
float num2 = (vector.x - boundsMinX) / (boundsMaxX - boundsMinX);
float num3 = num2 + 0.0001f;
float y = VertexCurve.Evaluate(num2) * CurveScale;
float y2 = VertexCurve.Evaluate(num3) * CurveScale;
Vector3 lhs = new Vector3(1f, 0f, 0f);
Vector3 rhs = new Vector3(num3 * (boundsMaxX - boundsMinX) + boundsMinX, y2) - new Vector3(vector.x, y);
float num4 = Mathf.Acos(Vector3.Dot(lhs, rhs.normalized)) * 57.29578f;
float z = ((!(Vector3.Cross(lhs, rhs).z > 0f)) ? (360f - num4) : num4);
Matrix4x4 matrix = Matrix4x4.TRS(new Vector3(0f, y, 0f), Quaternion.Euler(0f, 0f, z), Vector3.one);
vertices[vertexIndex] = matrix.MultiplyPoint3x4(vertices[vertexIndex]);
vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
vertices[vertexIndex] += vector;
vertices[vertexIndex + 1] += vector;
vertices[vertexIndex + 2] += vector;
vertices[vertexIndex + 3] += vector;
}
}
m_TextComponent.UpdateVertexData();
yield return null;
}
}
}
}