| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175 | using UnityEngine;using System.Collections;namespace TMPro.Examples{    public class VertexJitter : MonoBehaviour    {        public float AngleMultiplier = 1.0f;        public float SpeedMultiplier = 1.0f;        public float CurveScale = 1.0f;        private TMP_Text m_TextComponent;        private bool hasTextChanged;        /// <summary>        /// Structure to hold pre-computed animation data.        /// </summary>        private struct VertexAnim        {            public float angleRange;            public float angle;            public float speed;        }        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;            int loopCount = 0;            hasTextChanged = true;            // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.            VertexAnim[] vertexAnim = new VertexAnim[1024];            for (int i = 0; i < 1024; i++)            {                vertexAnim[i].angleRange = Random.Range(10f, 25f);                vertexAnim[i].speed = Random.Range(1f, 3f);            }            // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.            TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();            while (true)            {                // Get new copy of vertex data if the text has changed.                if (hasTextChanged)                {                    // Update the copy of the vertex data for the text object.                    cachedMeshInfo = textInfo.CopyMeshInfoVertexData();                    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;                }                for (int i = 0; i < characterCount; i++)                {                    TMP_CharacterInfo charInfo = textInfo.characterInfo[i];                    // Skip characters that are not visible and thus have no geometry to manipulate.                    if (!charInfo.isVisible)                        continue;                    // Retrieve the pre-computed animation data for the given character.                    VertexAnim vertAnim = vertexAnim[i];                    // Get the index of the material used by the current character.                    int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;                    // Get the index of the first vertex used by this text element.                    int vertexIndex = textInfo.characterInfo[i].vertexIndex;                    // Get the cached vertices of the mesh used by this text element (character or sprite).                    Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;                    // Determine the center point of each character at the baseline.                    //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);                    // Determine the center point of each character.                    Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;                    // Need to translate all 4 vertices of each quad 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;                    Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;                    destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;                    destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;                    destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;                    destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;                    vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));                    Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);                    matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);                    destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);                    destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);                    destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);                    destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);                    destinationVertices[vertexIndex + 0] += offset;                    destinationVertices[vertexIndex + 1] += offset;                    destinationVertices[vertexIndex + 2] += offset;                    destinationVertices[vertexIndex + 3] += offset;                    vertexAnim[i] = vertAnim;                }                // Push changes into meshes                for (int i = 0; i < textInfo.meshInfo.Length; i++)                {                    textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;                    m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);                }                loopCount += 1;                yield return new WaitForSeconds(0.1f);            }        }    }}
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