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							- using UnityEngine;
 
- using System.Collections;
 
- namespace TMPro.Examples
 
- {
 
-     public class WarpTextExample : MonoBehaviour
 
-     {
 
-         private TMP_Text m_TextComponent;
 
-         public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f));
 
-         public float AngleMultiplier = 1.0f;
 
-         public float SpeedMultiplier = 1.0f;
 
-         public float CurveScale = 1.0f;
 
-         void Awake()
 
-         {
 
-             m_TextComponent = gameObject.GetComponent<TMP_Text>();
 
-         }
 
-         void Start()
 
-         {
 
-             StartCoroutine(WarpText());
 
-         }
 
-         private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
 
-         {
 
-             AnimationCurve newCurve = new AnimationCurve();
 
-             newCurve.keys = curve.keys;
 
-             return newCurve;
 
-         }
 
-         /// <summary>
 
-         ///  Method to curve text along a Unity animation curve.
 
-         /// </summary>
 
-         /// <param name="textComponent"></param>
 
-         /// <returns></returns>
 
-         IEnumerator WarpText()
 
-         {
 
-             VertexCurve.preWrapMode = WrapMode.Clamp;
 
-             VertexCurve.postWrapMode = WrapMode.Clamp;
 
-             //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
 
-             Vector3[] vertices;
 
-             Matrix4x4 matrix;
 
-             m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
 
-             CurveScale *= 10;
 
-             float old_CurveScale = CurveScale;
 
-             AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
 
-             while (true)
 
-             {
 
-                 if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value)
 
-                 {
 
-                     yield return null;
 
-                     continue;
 
-                 }
 
-                 old_CurveScale = CurveScale;
 
-                 old_curve = CopyAnimationCurve(VertexCurve);
 
-                 m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
 
-                 TMP_TextInfo textInfo = m_TextComponent.textInfo;
 
-                 int characterCount = textInfo.characterCount;
 
-                 if (characterCount == 0) continue;
 
-                 //vertices = textInfo.meshInfo[0].vertices;
 
-                 //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
 
-                 float boundsMinX = m_TextComponent.bounds.min.x;  //textInfo.meshInfo[0].mesh.bounds.min.x;
 
-                 float boundsMaxX = m_TextComponent.bounds.max.x;  //textInfo.meshInfo[0].mesh.bounds.max.x;
 
-                 for (int i = 0; i < characterCount; i++)
 
-                 {
 
-                     if (!textInfo.characterInfo[i].isVisible)
 
-                         continue;
 
-                     int vertexIndex = textInfo.characterInfo[i].vertexIndex;
 
-                     // Get the index of the mesh used by this character.
 
-                     int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
 
-                     vertices = textInfo.meshInfo[materialIndex].vertices;
 
-                     // Compute the baseline mid point for each character
 
-                     Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
 
-                     //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);
 
-                     // Apply offset to adjust our pivot point.
 
-                     vertices[vertexIndex + 0] += -offsetToMidBaseline;
 
-                     vertices[vertexIndex + 1] += -offsetToMidBaseline;
 
-                     vertices[vertexIndex + 2] += -offsetToMidBaseline;
 
-                     vertices[vertexIndex + 3] += -offsetToMidBaseline;
 
-                     // Compute the angle of rotation for each character based on the animation curve
 
-                     float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
 
-                     float x1 = x0 + 0.0001f;
 
-                     float y0 = VertexCurve.Evaluate(x0) * CurveScale;
 
-                     float y1 = VertexCurve.Evaluate(x1) * CurveScale;
 
-                     Vector3 horizontal = new Vector3(1, 0, 0);
 
-                     //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
 
-                     Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);
 
-                     float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
 
-                     Vector3 cross = Vector3.Cross(horizontal, tangent);
 
-                     float angle = cross.z > 0 ? dot : 360 - dot;
 
-                     matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);
 
-                     vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
 
-                     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 + 0] += offsetToMidBaseline;
 
-                     vertices[vertexIndex + 1] += offsetToMidBaseline;
 
-                     vertices[vertexIndex + 2] += offsetToMidBaseline;
 
-                     vertices[vertexIndex + 3] += offsetToMidBaseline;
 
-                 }
 
-                 // Upload the mesh with the revised information
 
-                 m_TextComponent.UpdateVertexData();
 
-                 yield return new WaitForSeconds(0.025f);
 
-             }
 
-         }
 
-     }
 
- }
 
 
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