using TMPro; using UnityEngine; namespace UnityUIPlayables { public class TextMeshProUGUIVertexGradientMixer { private Color _blendedBottomLeft; private Color _blendedBottomRight; private Color _blendedTopLeft; private Color _blendedTopRight; private float _totalWeight; public void SetupFrame() { _blendedTopLeft = Color.clear; _blendedTopRight = Color.clear; _blendedBottomLeft = Color.clear; _blendedBottomRight = Color.clear; _totalWeight = 0.0f; } public void Blend(VertexGradient startValue, VertexGradient endValue, float inputWeight, float progress) { _blendedTopLeft = Color.Lerp(startValue.topLeft, endValue.topLeft, progress) * inputWeight; _blendedTopRight = Color.Lerp(startValue.topRight, endValue.topRight, progress) * inputWeight; _blendedBottomLeft = Color.Lerp(startValue.bottomLeft, endValue.bottomLeft, progress) * inputWeight; _blendedBottomRight = Color.Lerp(startValue.bottomRight, endValue.bottomRight, progress) * inputWeight; _totalWeight += inputWeight; } public void ApplyFrame(TextMeshProUGUI binding) { if (_totalWeight == 0) { return; } _blendedTopLeft += binding.colorGradient.topLeft * (1f - _totalWeight); _blendedTopRight += binding.colorGradient.topRight * (1f - _totalWeight); _blendedBottomLeft += binding.colorGradient.bottomLeft * (1f - _totalWeight); _blendedBottomRight += binding.colorGradient.bottomRight * (1f - _totalWeight); binding.colorGradientPreset = null; binding.colorGradient = new VertexGradient(_blendedTopLeft, _blendedTopRight, _blendedBottomLeft, _blendedBottomRight); } } }