forked from BilalY/Rasagar
158 lines
6.0 KiB
C#
158 lines
6.0 KiB
C#
using UnityEngine;
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using UnityEngine.TextCore;
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using System.Collections;
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using System.Collections.Generic;
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namespace TMPro
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{
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[DisallowMultipleComponent]
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public class TMP_SpriteAnimator : MonoBehaviour
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{
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private Dictionary<int, bool> m_animations = new Dictionary<int, bool>(16);
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//private bool isPlaying = false;
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private TMP_Text m_TextComponent;
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void Awake()
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{
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m_TextComponent = GetComponent<TMP_Text>();
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}
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void OnEnable()
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{
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//m_playAnimations = true;
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}
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void OnDisable()
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{
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//m_playAnimations = false;
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}
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public void StopAllAnimations()
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{
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StopAllCoroutines();
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m_animations.Clear();
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}
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public void DoSpriteAnimation(int currentCharacter, TMP_SpriteAsset spriteAsset, int start, int end, int framerate)
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{
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bool isPlaying;
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// Need to add tracking of coroutines that have been lunched for this text object.
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if (!m_animations.TryGetValue(currentCharacter, out isPlaying))
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{
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StartCoroutine(DoSpriteAnimationInternal(currentCharacter, spriteAsset, start, end, framerate));
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m_animations.Add(currentCharacter, true);
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}
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}
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IEnumerator DoSpriteAnimationInternal(int currentCharacter, TMP_SpriteAsset spriteAsset, int start, int end, int framerate)
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{
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if (m_TextComponent == null) yield break;
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// We yield otherwise this gets called before the sprite has rendered.
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yield return null;
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int currentFrame = start;
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// Make sure end frame does not exceed the number of sprites in the sprite asset.
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if (end > spriteAsset.spriteCharacterTable.Count)
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end = spriteAsset.spriteCharacterTable.Count - 1;
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// Get a reference to the current character's info
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TMP_CharacterInfo charInfo = m_TextComponent.textInfo.characterInfo[currentCharacter];
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int materialIndex = charInfo.materialReferenceIndex;
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int vertexIndex = charInfo.vertexIndex;
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TMP_MeshInfo meshInfo = m_TextComponent.textInfo.meshInfo[materialIndex];
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float baseSpriteScale = spriteAsset.spriteCharacterTable[start].scale * spriteAsset.spriteCharacterTable[start].glyph.scale;
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float elapsedTime = 0;
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float targetTime = 1f / Mathf.Abs(framerate);
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while (true)
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{
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if (elapsedTime > targetTime)
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{
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elapsedTime = 0;
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// Return if sprite was truncated or replaced by the Ellipsis character.
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uint character = m_TextComponent.textInfo.characterInfo[currentCharacter].character;
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if (character == 0x03 || character == 0x2026)
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{
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m_animations.Remove(currentCharacter);
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yield break;
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}
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// Get a reference to the current sprite
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TMP_SpriteCharacter spriteCharacter = spriteAsset.spriteCharacterTable[currentFrame];
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// Update the vertices for the new sprite
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Vector3[] vertices = meshInfo.vertices;
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Vector2 origin = new Vector2(charInfo.origin, charInfo.baseLine);
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float spriteScale = charInfo.scale / baseSpriteScale * spriteCharacter.scale * spriteCharacter.glyph.scale;
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Vector3 bl = new Vector3(origin.x + spriteCharacter.glyph.metrics.horizontalBearingX * spriteScale, origin.y + (spriteCharacter.glyph.metrics.horizontalBearingY - spriteCharacter.glyph.metrics.height) * spriteScale);
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Vector3 tl = new Vector3(bl.x, origin.y + spriteCharacter.glyph.metrics.horizontalBearingY * spriteScale);
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Vector3 tr = new Vector3(origin.x + (spriteCharacter.glyph.metrics.horizontalBearingX + spriteCharacter.glyph.metrics.width) * spriteScale, tl.y);
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Vector3 br = new Vector3(tr.x, bl.y);
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vertices[vertexIndex + 0] = bl;
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vertices[vertexIndex + 1] = tl;
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vertices[vertexIndex + 2] = tr;
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vertices[vertexIndex + 3] = br;
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// Update the UV to point to the new sprite
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Vector4[] uvs0 = meshInfo.uvs0;
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Vector2 uv0 = new Vector2((float)spriteCharacter.glyph.glyphRect.x / spriteAsset.spriteSheet.width, (float)spriteCharacter.glyph.glyphRect.y / spriteAsset.spriteSheet.height);
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Vector2 uv1 = new Vector2(uv0.x, (float)(spriteCharacter.glyph.glyphRect.y + spriteCharacter.glyph.glyphRect.height) / spriteAsset.spriteSheet.height);
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Vector2 uv2 = new Vector2((float)(spriteCharacter.glyph.glyphRect.x + spriteCharacter.glyph.glyphRect.width) / spriteAsset.spriteSheet.width, uv1.y);
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Vector2 uv3 = new Vector2(uv2.x, uv0.y);
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uvs0[vertexIndex + 0] = uv0;
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uvs0[vertexIndex + 1] = uv1;
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uvs0[vertexIndex + 2] = uv2;
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uvs0[vertexIndex + 3] = uv3;
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// Update the modified vertex attributes
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meshInfo.mesh.vertices = vertices;
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meshInfo.mesh.SetUVs(0, uvs0);
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m_TextComponent.UpdateGeometry(meshInfo.mesh, materialIndex);
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if (framerate > 0)
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{
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if (currentFrame < end)
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currentFrame += 1;
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else
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currentFrame = start;
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}
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else
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{
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if (currentFrame > start)
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currentFrame -= 1;
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else
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currentFrame = end;
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}
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}
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elapsedTime += Time.deltaTime;
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yield return null;
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}
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}
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}
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}
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