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							- 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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