| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547 | using UnityEngine;using UnityEngine.Events;using UnityEngine.EventSystems;using System.Collections;using System.Collections.Generic;#pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available.namespace TMPro.Examples{    public class TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler    {        public RectTransform TextPopup_Prefab_01;        private RectTransform m_TextPopup_RectTransform;        private TextMeshProUGUI m_TextPopup_TMPComponent;        private const string k_LinkText = "You have selected link <#ffff00>";        private const string k_WordText = "Word Index: <#ffff00>";        private TextMeshProUGUI m_TextMeshPro;        private Canvas m_Canvas;        private Camera m_Camera;        // Flags        private bool isHoveringObject;        private int m_selectedWord = -1;        private int m_selectedLink = -1;        private int m_lastIndex = -1;        private Matrix4x4 m_matrix;        private TMP_MeshInfo[] m_cachedMeshInfoVertexData;        void Awake()        {            m_TextMeshPro = gameObject.GetComponent<TextMeshProUGUI>();            m_Canvas = gameObject.GetComponentInParent<Canvas>();            // Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay.            if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)                m_Camera = null;            else                m_Camera = m_Canvas.worldCamera;            // Create pop-up text object which is used to show the link information.            m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform;            m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false);            m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren<TextMeshProUGUI>();            m_TextPopup_RectTransform.gameObject.SetActive(false);        }        void OnEnable()        {            // Subscribe to event fired when text object has been regenerated.            TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);        }        void OnDisable()        {            // UnSubscribe to event fired when text object has been regenerated.            TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);        }        void ON_TEXT_CHANGED(Object obj)        {            if (obj == m_TextMeshPro)            {                // Update cached vertex data.                m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData();            }        }        void LateUpdate()        {            if (isHoveringObject)            {                // Check if Mouse Intersects any of the characters. If so, assign a random color.                #region Handle Character Selection                int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);                // Undo Swap and Vertex Attribute changes.                if (charIndex == -1 || charIndex != m_lastIndex)                {                    RestoreCachedVertexAttributes(m_lastIndex);                    m_lastIndex = -1;                }                if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))                {                    m_lastIndex = charIndex;                    // Get the index of the material / sub text object used by this character.                    int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;                    // Get the index of the first vertex of the selected character.                    int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;                    // Get a reference to the vertices array.                    Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;                    // Determine the center point of the character.                    Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2;                    // Need to translate all 4 vertices of the character to aligned with middle of character / baseline.                    // This is needed so the matrix TRS is applied at the origin for each character.                    Vector3 offset = charMidBasline;                    // Translate the character to the middle baseline.                    vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset;                    vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset;                    vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset;                    vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset;                    float zoomFactor = 1.5f;                    // Setup the Matrix for the scale change.                    m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor);                    // Apply Matrix operation on the given character.                    vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);                    vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);                    vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);                    vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);                    // Translate the character back to its original position.                    vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset;                    vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset;                    vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset;                    vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset;                    // Change Vertex Colors of the highlighted character                    Color32 c = new Color32(255, 255, 192, 255);                    // Get a reference to the vertex color                    Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;                    vertexColors[vertexIndex + 0] = c;                    vertexColors[vertexIndex + 1] = c;                    vertexColors[vertexIndex + 2] = c;                    vertexColors[vertexIndex + 3] = c;                    // Get a reference to the meshInfo of the selected character.                    TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex];                    // Get the index of the last character's vertex attributes.                    int lastVertexIndex = vertices.Length - 4;                    // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays.                    // We do this to make sure this character is rendered last and over other characters.                    meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);                    // Need to update the appropriate                     m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);                }                #endregion                #region Word Selection Handling                //Check if Mouse intersects any words and if so assign a random color to that word.                int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);                // Clear previous word selection.                if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))                {                    TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];                    // Iterate through each of the characters of the word.                    for (int i = 0; i < wInfo.characterCount; i++)                    {                        int characterIndex = wInfo.firstCharacterIndex + i;                        // Get the index of the material / sub text object used by this character.                        int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;                        // Get the index of the first vertex of this character.                        int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;                        // Get a reference to the vertex color                        Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;                        Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f);                        vertexColors[vertexIndex + 0] = c;                        vertexColors[vertexIndex + 1] = c;                        vertexColors[vertexIndex + 2] = c;                        vertexColors[vertexIndex + 3] = c;                    }                    // Update Geometry                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);                    m_selectedWord = -1;                }                // Word Selection Handling                if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))                {                    m_selectedWord = wordIndex;                    TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];                    // Iterate through each of the characters of the word.                    for (int i = 0; i < wInfo.characterCount; i++)                    {                        int characterIndex = wInfo.firstCharacterIndex + i;                        // Get the index of the material / sub text object used by this character.                        int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;                        int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;                        // Get a reference to the vertex color                        Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;                        Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f);                        vertexColors[vertexIndex + 0] = c;                        vertexColors[vertexIndex + 1] = c;                        vertexColors[vertexIndex + 2] = c;                        vertexColors[vertexIndex + 3] = c;                    }                    // Update Geometry                    m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);                }                #endregion                #region Example of Link Handling                // Check if mouse intersects with any links.                int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);                // Clear previous link selection if one existed.                if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink)                {                    m_TextPopup_RectTransform.gameObject.SetActive(false);                    m_selectedLink = -1;                }                // Handle new Link selection.                if (linkIndex != -1 && linkIndex != m_selectedLink)                {                    m_selectedLink = linkIndex;                    TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];                    // Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\"   Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.                    Vector3 worldPointInRectangle;                    RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);                    switch (linkInfo.GetLinkID())                    {                        case "id_01": // 100041637: // id_01                            m_TextPopup_RectTransform.position = worldPointInRectangle;                            m_TextPopup_RectTransform.gameObject.SetActive(true);                            m_TextPopup_TMPComponent.text = k_LinkText + " ID 01";                            break;                        case "id_02": // 100041638: // id_02                            m_TextPopup_RectTransform.position = worldPointInRectangle;                            m_TextPopup_RectTransform.gameObject.SetActive(true);                            m_TextPopup_TMPComponent.text = k_LinkText + " ID 02";                            break;                    }                }                #endregion            }            else            {                // Restore any character that may have been modified                if (m_lastIndex != -1)                {                    RestoreCachedVertexAttributes(m_lastIndex);                    m_lastIndex = -1;                }            }                    }        public void OnPointerEnter(PointerEventData eventData)        {            //Debug.Log("OnPointerEnter()");            isHoveringObject = true;        }        public void OnPointerExit(PointerEventData eventData)        {            //Debug.Log("OnPointerExit()");            isHoveringObject = false;        }        public void OnPointerClick(PointerEventData eventData)        {            //Debug.Log("Click at POS: " + eventData.position + "  World POS: " + eventData.worldPosition);            // Check if Mouse Intersects any of the characters. If so, assign a random color.            #region Character Selection Handling            /*            int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);            if (charIndex != -1 && charIndex != m_lastIndex)            {                //Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position);                m_lastIndex = charIndex;                Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);                int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;                uiVertices[vertexIndex + 0].color = c;                uiVertices[vertexIndex + 1].color = c;                uiVertices[vertexIndex + 2].color = c;                uiVertices[vertexIndex + 3].color = c;                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);            }            */            #endregion            #region Word Selection Handling            //Check if Mouse intersects any words and if so assign a random color to that word.            /*            int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);            // Clear previous word selection.            if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))            {                TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];                // Get a reference to the uiVertices array.                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;                // Iterate through each of the characters of the word.                for (int i = 0; i < wInfo.characterCount; i++)                {                    int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;                    Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f);                    uiVertices[vertexIndex + 0].color = c;                    uiVertices[vertexIndex + 1].color = c;                    uiVertices[vertexIndex + 2].color = c;                    uiVertices[vertexIndex + 3].color = c;                }                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);                m_selectedWord = -1;            }            // Handle word selection            if (wordIndex != -1 && wordIndex != m_selectedWord)            {                m_selectedWord = wordIndex;                TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];                // Get a reference to the uiVertices array.                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;                // Iterate through each of the characters of the word.                for (int i = 0; i < wInfo.characterCount; i++)                {                    int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;                    Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f);                    uiVertices[vertexIndex + 0].color = c;                    uiVertices[vertexIndex + 1].color = c;                    uiVertices[vertexIndex + 2].color = c;                    uiVertices[vertexIndex + 3].color = c;                }                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);            }            */            #endregion            #region Link Selection Handling            /*            // Check if Mouse intersects any words and if so assign a random color to that word.            int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);            if (linkIndex != -1)            {                TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];                int linkHashCode = linkInfo.hashCode;                //Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02"));                switch (linkHashCode)                {                    case 291445: // id_01                        if (m_LinkObject01 == null)                            m_LinkObject01 = Instantiate(Link_01_Prefab);                        else                        {                            m_LinkObject01.gameObject.SetActive(true);                        }                        break;                    case 291446: // id_02                        break;                }                // Example of how to modify vertex attributes like colors                #region Vertex Attribute Modification Example                UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;                Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);                for (int i = 0; i < linkInfo.characterCount; i++)                {                    TMP_CharacterInfo cInfo = m_TextMeshPro.textInfo.characterInfo[linkInfo.firstCharacterIndex + i];                    if (!cInfo.isVisible) continue; // Skip invisible characters.                    int vertexIndex = cInfo.vertexIndex;                    uiVertices[vertexIndex + 0].color = c;                    uiVertices[vertexIndex + 1].color = c;                    uiVertices[vertexIndex + 2].color = c;                    uiVertices[vertexIndex + 3].color = c;                }                m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);                #endregion            }            */            #endregion        }        public void OnPointerUp(PointerEventData eventData)        {            //Debug.Log("OnPointerUp()");        }        void RestoreCachedVertexAttributes(int index)        {            if (index == -1 || index > m_TextMeshPro.textInfo.characterCount - 1) return;            // Get the index of the material / sub text object used by this character.            int materialIndex = m_TextMeshPro.textInfo.characterInfo[index].materialReferenceIndex;            // Get the index of the first vertex of the selected character.            int vertexIndex = m_TextMeshPro.textInfo.characterInfo[index].vertexIndex;            // Restore Vertices            // Get a reference to the cached / original vertices.            Vector3[] src_vertices = m_cachedMeshInfoVertexData[materialIndex].vertices;            // Get a reference to the vertices that we need to replace.            Vector3[] dst_vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;            // Restore / Copy vertices from source to destination            dst_vertices[vertexIndex + 0] = src_vertices[vertexIndex + 0];            dst_vertices[vertexIndex + 1] = src_vertices[vertexIndex + 1];            dst_vertices[vertexIndex + 2] = src_vertices[vertexIndex + 2];            dst_vertices[vertexIndex + 3] = src_vertices[vertexIndex + 3];            // Restore Vertex Colors            // Get a reference to the vertex colors we need to replace.            Color32[] dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;            // Get a reference to the cached / original vertex colors.            Color32[] src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;            // Copy the vertex colors from source to destination.            dst_colors[vertexIndex + 0] = src_colors[vertexIndex + 0];            dst_colors[vertexIndex + 1] = src_colors[vertexIndex + 1];            dst_colors[vertexIndex + 2] = src_colors[vertexIndex + 2];            dst_colors[vertexIndex + 3] = src_colors[vertexIndex + 3];            // Restore UV0S            // UVS0            Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;            Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;            dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0];            dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1];            dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2];            dst_uv0s[vertexIndex + 3] = src_uv0s[vertexIndex + 3];            // UVS2            Vector2[] src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;            Vector2[] dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;            dst_uv2s[vertexIndex + 0] = src_uv2s[vertexIndex + 0];            dst_uv2s[vertexIndex + 1] = src_uv2s[vertexIndex + 1];            dst_uv2s[vertexIndex + 2] = src_uv2s[vertexIndex + 2];            dst_uv2s[vertexIndex + 3] = src_uv2s[vertexIndex + 3];            // Restore last vertex attribute as we swapped it as well            int lastIndex = (src_vertices.Length / 4 - 1) * 4;            // Vertices            dst_vertices[lastIndex + 0] = src_vertices[lastIndex + 0];            dst_vertices[lastIndex + 1] = src_vertices[lastIndex + 1];            dst_vertices[lastIndex + 2] = src_vertices[lastIndex + 2];            dst_vertices[lastIndex + 3] = src_vertices[lastIndex + 3];            // Vertex Colors            src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;            dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;            dst_colors[lastIndex + 0] = src_colors[lastIndex + 0];            dst_colors[lastIndex + 1] = src_colors[lastIndex + 1];            dst_colors[lastIndex + 2] = src_colors[lastIndex + 2];            dst_colors[lastIndex + 3] = src_colors[lastIndex + 3];            // UVS0            src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;            dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;            dst_uv0s[lastIndex + 0] = src_uv0s[lastIndex + 0];            dst_uv0s[lastIndex + 1] = src_uv0s[lastIndex + 1];            dst_uv0s[lastIndex + 2] = src_uv0s[lastIndex + 2];            dst_uv0s[lastIndex + 3] = src_uv0s[lastIndex + 3];            // UVS2            src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;            dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;            dst_uv2s[lastIndex + 0] = src_uv2s[lastIndex + 0];            dst_uv2s[lastIndex + 1] = src_uv2s[lastIndex + 1];            dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2];            dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3];            // Need to update the appropriate             m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);        }    }}
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