mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-27 07:47:59 +01:00
148 lines
5.1 KiB
C#
148 lines
5.1 KiB
C#
using UnityEngine;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
namespace TMPro
|
|
{
|
|
[DisallowMultipleComponent]
|
|
public class TMP_SpriteAnimator : MonoBehaviour
|
|
{
|
|
private Dictionary<int, bool> m_animations = new Dictionary<int, bool>(16);
|
|
//private bool isPlaying = false;
|
|
|
|
private TMP_Text m_TextComponent;
|
|
|
|
|
|
void Awake()
|
|
{
|
|
m_TextComponent = GetComponent<TMP_Text>();
|
|
}
|
|
|
|
|
|
|
|
|
|
void OnEnable()
|
|
{
|
|
//m_playAnimations = true;
|
|
}
|
|
|
|
|
|
void OnDisable()
|
|
{
|
|
//m_playAnimations = false;
|
|
}
|
|
|
|
|
|
public void StopAllAnimations()
|
|
{
|
|
StopAllCoroutines();
|
|
m_animations.Clear();
|
|
}
|
|
|
|
|
|
|
|
public void DoSpriteAnimation(int currentCharacter, TMP_SpriteAsset spriteAsset, int start, int end, int framerate)
|
|
{
|
|
bool isPlaying = false;
|
|
|
|
// Need to add tracking of coroutines that have been lunched for this text object.
|
|
if (!m_animations.TryGetValue(currentCharacter, out isPlaying))
|
|
{
|
|
StartCoroutine(DoSpriteAnimationInternal(currentCharacter, spriteAsset, start, end, framerate));
|
|
m_animations.Add(currentCharacter, true);
|
|
}
|
|
}
|
|
|
|
|
|
IEnumerator DoSpriteAnimationInternal(int currentCharacter, TMP_SpriteAsset spriteAsset, int start, int end, int framerate)
|
|
{
|
|
if (m_TextComponent == null) yield break;
|
|
|
|
// We yield otherwise this gets called before the sprite has rendered.
|
|
yield return null;
|
|
|
|
int currentFrame = start;
|
|
|
|
// Make sure end frame does not exceed the number of sprites in the sprite asset.
|
|
if (end > spriteAsset.spriteInfoList.Count)
|
|
end = spriteAsset.spriteInfoList.Count - 1;
|
|
|
|
// Get a reference to the geometry of the current character.
|
|
TMP_CharacterInfo charInfo = m_TextComponent.textInfo.characterInfo[currentCharacter];
|
|
|
|
int materialIndex = charInfo.materialReferenceIndex;
|
|
int vertexIndex = charInfo.vertexIndex;
|
|
|
|
TMP_MeshInfo meshInfo = m_TextComponent.textInfo.meshInfo[materialIndex];
|
|
|
|
float elapsedTime = 0;
|
|
float targetTime = 1f / Mathf.Abs(framerate);
|
|
|
|
while (true)
|
|
{
|
|
if (elapsedTime > targetTime)
|
|
{
|
|
elapsedTime = 0;
|
|
|
|
// Get a reference to the current sprite
|
|
TMP_Sprite sprite = spriteAsset.spriteInfoList[currentFrame];
|
|
|
|
// Update the vertices for the new sprite
|
|
Vector3[] vertices = meshInfo.vertices;
|
|
|
|
Vector2 origin = new Vector2(charInfo.origin, charInfo.baseLine);
|
|
float spriteScale = charInfo.fontAsset.fontInfo.Ascender / sprite.height * sprite.scale * charInfo.scale;
|
|
|
|
Vector3 bl = new Vector3(origin.x + sprite.xOffset * spriteScale, origin.y + (sprite.yOffset - sprite.height) * spriteScale);
|
|
Vector3 tl = new Vector3(bl.x, origin.y + sprite.yOffset * spriteScale);
|
|
Vector3 tr = new Vector3(origin.x + (sprite.xOffset + sprite.width) * spriteScale, tl.y);
|
|
Vector3 br = new Vector3(tr.x, bl.y);
|
|
|
|
vertices[vertexIndex + 0] = bl;
|
|
vertices[vertexIndex + 1] = tl;
|
|
vertices[vertexIndex + 2] = tr;
|
|
vertices[vertexIndex + 3] = br;
|
|
|
|
// Update the UV to point to the new sprite
|
|
Vector2[] uvs0 = meshInfo.uvs0;
|
|
|
|
Vector2 uv0 = new Vector2(sprite.x / spriteAsset.spriteSheet.width, sprite.y / spriteAsset.spriteSheet.height);
|
|
Vector2 uv1 = new Vector2(uv0.x, (sprite.y + sprite.height) / spriteAsset.spriteSheet.height);
|
|
Vector2 uv2 = new Vector2((sprite.x + sprite.width) / spriteAsset.spriteSheet.width, uv1.y);
|
|
Vector2 uv3 = new Vector2(uv2.x, uv0.y);
|
|
|
|
uvs0[vertexIndex + 0] = uv0;
|
|
uvs0[vertexIndex + 1] = uv1;
|
|
uvs0[vertexIndex + 2] = uv2;
|
|
uvs0[vertexIndex + 3] = uv3;
|
|
|
|
// Update the modified vertex attributes
|
|
meshInfo.mesh.vertices = vertices;
|
|
meshInfo.mesh.uv = uvs0;
|
|
m_TextComponent.UpdateGeometry(meshInfo.mesh, materialIndex);
|
|
|
|
|
|
if (framerate > 0)
|
|
{
|
|
if (currentFrame < end)
|
|
currentFrame += 1;
|
|
else
|
|
currentFrame = start;
|
|
}
|
|
else
|
|
{
|
|
if (currentFrame > start)
|
|
currentFrame -= 1;
|
|
else
|
|
currentFrame = end;
|
|
}
|
|
}
|
|
|
|
elapsedTime += Time.deltaTime;
|
|
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|