| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652 | using System;using UnityEngine;using System.Collections;using UnityEditor;namespace TMPro.Examples{    public class TMP_TextInfoDebugTool : MonoBehaviour    {        // Since this script is used for debugging, we exclude it from builds.        // TODO: Rework this script to make it into an editor utility.        #if UNITY_EDITOR        public bool ShowCharacters;        public bool ShowWords;        public bool ShowLinks;        public bool ShowLines;        public bool ShowMeshBounds;        public bool ShowTextBounds;        [Space(10)]        [TextArea(2, 2)]        public string ObjectStats;        [SerializeField]        private TMP_Text m_TextComponent;        private Transform m_Transform;        private TMP_TextInfo m_TextInfo;        private float m_ScaleMultiplier;        private float m_HandleSize;        void OnDrawGizmos()        {            if (m_TextComponent == null)            {                m_TextComponent = GetComponent<TMP_Text>();                if (m_TextComponent == null)                    return;            }            m_Transform = m_TextComponent.transform;            // Get a reference to the text object's textInfo            m_TextInfo = m_TextComponent.textInfo;            // Update Text Statistics            ObjectStats = "Characters: " + m_TextInfo.characterCount + "   Words: " + m_TextInfo.wordCount + "   Spaces: " + m_TextInfo.spaceCount + "   Sprites: " + m_TextInfo.spriteCount + "   Links: " + m_TextInfo.linkCount                          + "\nLines: " + m_TextInfo.lineCount + "   Pages: " + m_TextInfo.pageCount;            // Get the handle size for drawing the various            m_ScaleMultiplier = m_TextComponent.GetType() == typeof(TextMeshPro) ? 1 : 0.1f;            m_HandleSize = HandleUtility.GetHandleSize(m_Transform.position) * m_ScaleMultiplier;            // Draw line metrics            #region Draw Lines            if (ShowLines)                DrawLineBounds();            #endregion            // Draw word metrics            #region Draw Words            if (ShowWords)                DrawWordBounds();            #endregion            // Draw character metrics            #region Draw Characters            if (ShowCharacters)                DrawCharactersBounds();            #endregion            // Draw Quads around each of the words            #region Draw Links            if (ShowLinks)                DrawLinkBounds();            #endregion            // Draw Quad around the bounds of the text            #region Draw Bounds            if (ShowMeshBounds)                DrawBounds();            #endregion            // Draw Quad around the rendered region of the text.            #region Draw Text Bounds            if (ShowTextBounds)                DrawTextBounds();            #endregion        }        /// <summary>        /// Method to draw a rectangle around each character.        /// </summary>        /// <param name="text"></param>        void DrawCharactersBounds()        {            int characterCount = m_TextInfo.characterCount;            for (int i = 0; i < characterCount; i++)            {                // Draw visible as well as invisible characters                TMP_CharacterInfo characterInfo = m_TextInfo.characterInfo[i];                bool isCharacterVisible = i < m_TextComponent.maxVisibleCharacters &&                                          characterInfo.lineNumber < m_TextComponent.maxVisibleLines &&                                          i >= m_TextComponent.firstVisibleCharacter;                if (m_TextComponent.overflowMode == TextOverflowModes.Page)                    isCharacterVisible = isCharacterVisible && characterInfo.pageNumber + 1 == m_TextComponent.pageToDisplay;                if (!isCharacterVisible)                    continue;                float dottedLineSize = 6;                // Get Bottom Left and Top Right position of the current character                Vector3 bottomLeft = m_Transform.TransformPoint(characterInfo.bottomLeft);                Vector3 topLeft = m_Transform.TransformPoint(new Vector3(characterInfo.topLeft.x, characterInfo.topLeft.y, 0));                Vector3 topRight = m_Transform.TransformPoint(characterInfo.topRight);                Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(characterInfo.bottomRight.x, characterInfo.bottomRight.y, 0));                // Draw character bounds                if (characterInfo.isVisible)                {                    Color color = Color.green;                    DrawDottedRectangle(bottomLeft, topRight, color);                }                else                {                    Color color = Color.grey;                    float whiteSpaceAdvance = Math.Abs(characterInfo.origin - characterInfo.xAdvance) > 0.01f ? characterInfo.xAdvance : characterInfo.origin + (characterInfo.ascender - characterInfo.descender) * 0.03f;                    DrawDottedRectangle(m_Transform.TransformPoint(new Vector3(characterInfo.origin, characterInfo.descender, 0)), m_Transform.TransformPoint(new Vector3(whiteSpaceAdvance, characterInfo.ascender, 0)), color, 4);                }                float origin = characterInfo.origin;                float advance = characterInfo.xAdvance;                float ascentline = characterInfo.ascender;                float baseline = characterInfo.baseLine;                float descentline = characterInfo.descender;                //Draw Ascent line                Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(origin, ascentline, 0));                Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(advance, ascentline, 0));                Handles.color = Color.cyan;                Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize);                // Draw Cap Height & Mean line                float capline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.capLine * characterInfo.scale;                Vector3 capHeightStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0);                Vector3 capHeightEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0);                float meanline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.meanLine * characterInfo.scale;                Vector3 meanlineStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0);                Vector3 meanlineEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0);                if (characterInfo.isVisible)                {                    // Cap line                    Handles.color = Color.cyan;                    Handles.DrawDottedLine(capHeightStart, capHeightEnd, dottedLineSize);                    // Mean line                    Handles.color = Color.cyan;                    Handles.DrawDottedLine(meanlineStart, meanlineEnd, dottedLineSize);                }                //Draw Base line                Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));                Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));                Handles.color = Color.cyan;                Handles.DrawDottedLine(baselineStart, baselineEnd, dottedLineSize);                //Draw Descent line                Vector3 descentlineStart = m_Transform.TransformPoint(new Vector3(origin, descentline, 0));                Vector3 descentlineEnd = m_Transform.TransformPoint(new Vector3(advance, descentline, 0));                Handles.color = Color.cyan;                Handles.DrawDottedLine(descentlineStart, descentlineEnd, dottedLineSize);                // Draw Origin                Vector3 originPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));                DrawCrosshair(originPosition, 0.05f / m_ScaleMultiplier, Color.cyan);                // Draw Horizontal Advance                Vector3 advancePosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));                DrawSquare(advancePosition, 0.025f / m_ScaleMultiplier, Color.yellow);                DrawCrosshair(advancePosition, 0.0125f / m_ScaleMultiplier, Color.yellow);                // Draw text labels for metrics               if (m_HandleSize < 0.5f)               {                   GUIStyle style = new GUIStyle(GUI.skin.GetStyle("Label"));                   style.normal.textColor = new Color(0.6f, 0.6f, 0.6f, 1.0f);                   style.fontSize = 12;                   style.fixedWidth = 200;                   style.fixedHeight = 20;                   Vector3 labelPosition;                   float center = (origin + advance) / 2;                   //float baselineMetrics = 0;                   //float ascentlineMetrics = ascentline - baseline;                   //float caplineMetrics = capline - baseline;                   //float meanlineMetrics = meanline - baseline;                   //float descentlineMetrics = descentline - baseline;                   // Ascent Line                   labelPosition = m_Transform.TransformPoint(new Vector3(center, ascentline, 0));                   style.alignment = TextAnchor.UpperCenter;                   Handles.Label(labelPosition, "Ascent Line", style);                   //Handles.Label(labelPosition, "Ascent Line (" + ascentlineMetrics.ToString("f3") + ")" , style);                   // Base Line                   labelPosition = m_Transform.TransformPoint(new Vector3(center, baseline, 0));                   Handles.Label(labelPosition, "Base Line", style);                   //Handles.Label(labelPosition, "Base Line (" + baselineMetrics.ToString("f3") + ")" , style);                   // Descent line                   labelPosition = m_Transform.TransformPoint(new Vector3(center, descentline, 0));                   Handles.Label(labelPosition, "Descent Line", style);                   //Handles.Label(labelPosition, "Descent Line (" + descentlineMetrics.ToString("f3") + ")" , style);                   if (characterInfo.isVisible)                   {                       // Cap Line                       labelPosition = m_Transform.TransformPoint(new Vector3(center, capline, 0));                       style.alignment = TextAnchor.UpperCenter;                       Handles.Label(labelPosition, "Cap Line", style);                       //Handles.Label(labelPosition, "Cap Line (" + caplineMetrics.ToString("f3") + ")" , style);                       // Mean Line                       labelPosition = m_Transform.TransformPoint(new Vector3(center, meanline, 0));                       style.alignment = TextAnchor.UpperCenter;                       Handles.Label(labelPosition, "Mean Line", style);                       //Handles.Label(labelPosition, "Mean Line (" + ascentlineMetrics.ToString("f3") + ")" , style);                       // Origin                       labelPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));                       style.alignment = TextAnchor.UpperRight;                       Handles.Label(labelPosition, "Origin ", style);                       // Advance                       labelPosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));                       style.alignment = TextAnchor.UpperLeft;                       Handles.Label(labelPosition, "  Advance", style);                   }               }            }        }        /// <summary>        /// Method to draw rectangles around each word of the text.        /// </summary>        /// <param name="text"></param>        void DrawWordBounds()        {            for (int i = 0; i < m_TextInfo.wordCount; i++)            {                TMP_WordInfo wInfo = m_TextInfo.wordInfo[i];                bool isBeginRegion = false;                Vector3 bottomLeft = Vector3.zero;                Vector3 topLeft = Vector3.zero;                Vector3 bottomRight = Vector3.zero;                Vector3 topRight = Vector3.zero;                float maxAscender = -Mathf.Infinity;                float minDescender = Mathf.Infinity;                Color wordColor = Color.green;                // Iterate through each character of the word                for (int j = 0; j < wInfo.characterCount; j++)                {                    int characterIndex = wInfo.firstCharacterIndex + j;                    TMP_CharacterInfo currentCharInfo = m_TextInfo.characterInfo[characterIndex];                    int currentLine = currentCharInfo.lineNumber;                    bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters ||                                              currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines ||                                             (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;                    // Track Max Ascender and Min Descender                    maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);                    minDescender = Mathf.Min(minDescender, currentCharInfo.descender);                    if (isBeginRegion == false && isCharacterVisible)                    {                        isBeginRegion = true;                        bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);                        topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);                        //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");                        // If Word is one character                        if (wInfo.characterCount == 1)                        {                            isBeginRegion = false;                            topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));                            bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));                            bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));                            topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));                            // Draw Region                            DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);                            //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");                        }                    }                    // Last Character of Word                    if (isBeginRegion && j == wInfo.characterCount - 1)                    {                        isBeginRegion = false;                        topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));                        bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));                        topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));                        // Draw Region                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");                    }                    // If Word is split on more than one line.                    else if (isBeginRegion && currentLine != m_TextInfo.characterInfo[characterIndex + 1].lineNumber)                    {                        isBeginRegion = false;                        topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));                        bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));                        topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));                        // Draw Region                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");                        maxAscender = -Mathf.Infinity;                        minDescender = Mathf.Infinity;                    }                }                //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));            }        }        /// <summary>        /// Draw rectangle around each of the links contained in the text.        /// </summary>        /// <param name="text"></param>        void DrawLinkBounds()        {            TMP_TextInfo textInfo = m_TextComponent.textInfo;            for (int i = 0; i < textInfo.linkCount; i++)            {                TMP_LinkInfo linkInfo = textInfo.linkInfo[i];                bool isBeginRegion = false;                Vector3 bottomLeft = Vector3.zero;                Vector3 topLeft = Vector3.zero;                Vector3 bottomRight = Vector3.zero;                Vector3 topRight = Vector3.zero;                float maxAscender = -Mathf.Infinity;                float minDescender = Mathf.Infinity;                Color32 linkColor = Color.cyan;                // Iterate through each character of the link text                for (int j = 0; j < linkInfo.linkTextLength; j++)                {                    int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;                    TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex];                    int currentLine = currentCharInfo.lineNumber;                    bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters ||                                              currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines ||                                             (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;                    // Track Max Ascender and Min Descender                    maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);                    minDescender = Mathf.Min(minDescender, currentCharInfo.descender);                    if (isBeginRegion == false && isCharacterVisible)                    {                        isBeginRegion = true;                        bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);                        topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);                        //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");                        // If Link is one character                        if (linkInfo.linkTextLength == 1)                        {                            isBeginRegion = false;                            topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));                            bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));                            bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));                            topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));                            // Draw Region                            DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);                            //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");                        }                    }                    // Last Character of Link                    if (isBeginRegion && j == linkInfo.linkTextLength - 1)                    {                        isBeginRegion = false;                        topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));                        bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));                        topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));                        // Draw Region                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");                    }                    // If Link is split on more than one line.                    else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber)                    {                        isBeginRegion = false;                        topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));                        bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));                        topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));                        // Draw Region                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);                        maxAscender = -Mathf.Infinity;                        minDescender = Mathf.Infinity;                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");                    }                }                //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));            }        }        /// <summary>        /// Draw Rectangles around each lines of the text.        /// </summary>        /// <param name="text"></param>        void DrawLineBounds()        {            int lineCount = m_TextInfo.lineCount;            for (int i = 0; i < lineCount; i++)            {                TMP_LineInfo lineInfo = m_TextInfo.lineInfo[i];                TMP_CharacterInfo firstCharacterInfo = m_TextInfo.characterInfo[lineInfo.firstCharacterIndex];                TMP_CharacterInfo lastCharacterInfo = m_TextInfo.characterInfo[lineInfo.lastCharacterIndex];                bool isLineVisible = (lineInfo.characterCount == 1 && (firstCharacterInfo.character == 10 || firstCharacterInfo.character == 11 || firstCharacterInfo.character == 0x2028 || firstCharacterInfo.character == 0x2029)) ||                                      i > m_TextComponent.maxVisibleLines ||                                     (m_TextComponent.overflowMode == TextOverflowModes.Page && firstCharacterInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;                if (!isLineVisible) continue;                float lineBottomLeft = firstCharacterInfo.bottomLeft.x;                float lineTopRight = lastCharacterInfo.topRight.x;                float ascentline = lineInfo.ascender;                float baseline = lineInfo.baseline;                float descentline = lineInfo.descender;                float dottedLineSize = 12;                // Draw line extents                DrawDottedRectangle(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max), Color.green, 4);                // Draw Ascent line                Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0));                Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, ascentline, 0));                Handles.color = Color.yellow;                Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize);                // Draw Base line                Vector3 baseLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0));                Vector3 baseLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, baseline, 0));                Handles.color = Color.yellow;                Handles.DrawDottedLine(baseLineStart, baseLineEnd, dottedLineSize);                // Draw Descent line                Vector3 descentLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0));                Vector3 descentLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, descentline, 0));                Handles.color = Color.yellow;                Handles.DrawDottedLine(descentLineStart, descentLineEnd, dottedLineSize);                // Draw text labels for metrics                if (m_HandleSize < 1.0f)                {                    GUIStyle style = new GUIStyle();                    style.normal.textColor = new Color(0.8f, 0.8f, 0.8f, 1.0f);                    style.fontSize = 12;                    style.fixedWidth = 200;                    style.fixedHeight = 20;                    Vector3 labelPosition;                    // Ascent Line                    labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0));                    style.padding = new RectOffset(0, 10, 0, 5);                    style.alignment = TextAnchor.MiddleRight;                    Handles.Label(labelPosition, "Ascent Line", style);                    // Base Line                    labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0));                    Handles.Label(labelPosition, "Base Line", style);                    // Descent line                    labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0));                    Handles.Label(labelPosition, "Descent Line", style);                }            }        }        /// <summary>        /// Draw Rectangle around the bounds of the text object.        /// </summary>        void DrawBounds()        {            Bounds meshBounds = m_TextComponent.bounds;            // Get Bottom Left and Top Right position of each word            Vector3 bottomLeft = m_TextComponent.transform.position + meshBounds.min;            Vector3 topRight = m_TextComponent.transform.position + meshBounds.max;            DrawRectangle(bottomLeft, topRight, new Color(1, 0.5f, 0));        }        void DrawTextBounds()        {            Bounds textBounds = m_TextComponent.textBounds;            Vector3 bottomLeft = m_TextComponent.transform.position + (textBounds.center - textBounds.extents);            Vector3 topRight = m_TextComponent.transform.position + (textBounds.center + textBounds.extents);            DrawRectangle(bottomLeft, topRight, new Color(0f, 0.5f, 0.5f));        }        // Draw Rectangles        void DrawRectangle(Vector3 BL, Vector3 TR, Color color)        {            Gizmos.color = color;            Gizmos.DrawLine(new Vector3(BL.x, BL.y, 0), new Vector3(BL.x, TR.y, 0));            Gizmos.DrawLine(new Vector3(BL.x, TR.y, 0), new Vector3(TR.x, TR.y, 0));            Gizmos.DrawLine(new Vector3(TR.x, TR.y, 0), new Vector3(TR.x, BL.y, 0));            Gizmos.DrawLine(new Vector3(TR.x, BL.y, 0), new Vector3(BL.x, BL.y, 0));        }        void DrawDottedRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f)        {            Handles.color = color;            Handles.DrawDottedLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), size);            Handles.DrawDottedLine(new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), topRight, size);            Handles.DrawDottedLine(topRight, new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), size);            Handles.DrawDottedLine(new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), bottomLeft, size);        }        void DrawSolidRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f)        {            Handles.color = color;            Rect rect = new Rect(bottomLeft, topRight - bottomLeft);            Handles.DrawSolidRectangleWithOutline(rect, color, Color.black);        }        void DrawSquare(Vector3 position, float size, Color color)        {            Handles.color = color;            Vector3 bottomLeft = new Vector3(position.x - size, position.y - size, position.z);            Vector3 topLeft = new Vector3(position.x - size, position.y + size, position.z);            Vector3 topRight = new Vector3(position.x + size, position.y + size, position.z);            Vector3 bottomRight = new Vector3(position.x + size, position.y - size, position.z);            Handles.DrawLine(bottomLeft, topLeft);            Handles.DrawLine(topLeft, topRight);            Handles.DrawLine(topRight, bottomRight);            Handles.DrawLine(bottomRight, bottomLeft);        }        void DrawCrosshair(Vector3 position, float size, Color color)        {            Handles.color = color;            Handles.DrawLine(new Vector3(position.x - size, position.y, position.z), new Vector3(position.x + size, position.y, position.z));            Handles.DrawLine(new Vector3(position.x, position.y - size, position.z), new Vector3(position.x, position.y + size, position.z));        }        // Draw Rectangles        void DrawRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color)        {            Gizmos.color = color;            Gizmos.DrawLine(bl, tl);            Gizmos.DrawLine(tl, tr);            Gizmos.DrawLine(tr, br);            Gizmos.DrawLine(br, bl);        }        // Draw Rectangles        void DrawDottedRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color)        {            var cam = Camera.current;            float dotSpacing = (cam.WorldToScreenPoint(br).x - cam.WorldToScreenPoint(bl).x) / 75f;            UnityEditor.Handles.color = color;            UnityEditor.Handles.DrawDottedLine(bl, tl, dotSpacing);            UnityEditor.Handles.DrawDottedLine(tl, tr, dotSpacing);            UnityEditor.Handles.DrawDottedLine(tr, br, dotSpacing);            UnityEditor.Handles.DrawDottedLine(br, bl, dotSpacing);        }        #endif    }}
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