mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
578 lines
19 KiB
C#
578 lines
19 KiB
C#
using UnityEngine;
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using System;
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using System.Collections;
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#pragma warning disable 0109 // Disable warning due to conflict between Unity Editor DLL and Runtime DLL related to .renderer property being available in one but not the other.
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namespace TMPro
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{
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[ExecuteInEditMode]
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[RequireComponent(typeof(MeshRenderer))]
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[RequireComponent(typeof(MeshFilter))]
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public class TMP_SubMesh : MonoBehaviour
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{
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/// <summary>
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/// The TMP Font Asset assigned to this sub text object.
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/// </summary>
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public TMP_FontAsset fontAsset
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{
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get { return m_fontAsset; }
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set { m_fontAsset = value; }
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}
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[SerializeField]
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private TMP_FontAsset m_fontAsset;
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/// <summary>
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/// The TMP Sprite Asset assigned to this sub text object.
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/// </summary>
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public TMP_SpriteAsset spriteAsset
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{
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get { return m_spriteAsset; }
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set { m_spriteAsset = value; }
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}
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[SerializeField]
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private TMP_SpriteAsset m_spriteAsset;
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/// <summary>
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/// The material to be assigned to this object. Returns an instance of the material.
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/// </summary>
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public Material material
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{
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// Return a new Instance of the Material if none exists. Otherwise return the current Material Instance.
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get { return GetMaterial(m_sharedMaterial); }
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// Assign new font material
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set
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{
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if (m_sharedMaterial.GetInstanceID() == value.GetInstanceID())
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return;
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m_sharedMaterial = m_material = value;
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m_padding = GetPaddingForMaterial();
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SetVerticesDirty();
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SetMaterialDirty();
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}
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}
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[SerializeField]
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private Material m_material;
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/// <summary>
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/// The material to be assigned to this text object.
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/// </summary>
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public Material sharedMaterial
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{
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get { return m_sharedMaterial; }
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set { SetSharedMaterial(value); }
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}
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[SerializeField]
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private Material m_sharedMaterial;
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/// <summary>
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/// The fallback material created from the properties of the fallback source material.
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/// </summary>
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public Material fallbackMaterial
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{
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get { return m_fallbackMaterial; }
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set
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{
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if (m_fallbackMaterial == value) return;
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if (m_fallbackMaterial != null && m_fallbackMaterial != value)
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TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
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m_fallbackMaterial = value;
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TMP_MaterialManager.AddFallbackMaterialReference(m_fallbackMaterial);
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SetSharedMaterial(m_fallbackMaterial);
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}
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}
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private Material m_fallbackMaterial;
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/// <summary>
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/// The source material used by the fallback font
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/// </summary>
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public Material fallbackSourceMaterial
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{
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get { return m_fallbackSourceMaterial; }
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set { m_fallbackSourceMaterial = value; }
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}
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private Material m_fallbackSourceMaterial;
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/// <summary>
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/// Is the text object using the default font asset material.
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/// </summary>
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public bool isDefaultMaterial
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{
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get { return m_isDefaultMaterial; }
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set { m_isDefaultMaterial = value; }
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}
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[SerializeField]
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private bool m_isDefaultMaterial;
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/// <summary>
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/// Padding value resulting for the property settings on the material.
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/// </summary>
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public float padding
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{
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get { return m_padding; }
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set { m_padding = value; }
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}
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[SerializeField]
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private float m_padding;
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/// <summary>
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/// The Mesh Renderer of this text sub object.
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/// </summary>
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public new Renderer renderer
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{
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get { if (m_renderer == null) m_renderer = GetComponent<Renderer>();
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return m_renderer;
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}
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}
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[SerializeField]
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private Renderer m_renderer;
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/// <summary>
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/// The MeshFilter of this text sub object.
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/// </summary>
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public MeshFilter meshFilter
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{
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get { if (m_meshFilter == null) m_meshFilter = GetComponent<MeshFilter>();
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return m_meshFilter;
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}
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}
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[SerializeField]
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private MeshFilter m_meshFilter;
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/// <summary>
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/// The Mesh of this text sub object.
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/// </summary>
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public Mesh mesh
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{
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get
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{
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if (m_mesh == null)
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{
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m_mesh = new Mesh();
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m_mesh.hideFlags = HideFlags.HideAndDontSave;
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this.meshFilter.mesh = m_mesh;
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}
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return m_mesh;
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}
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set { m_mesh = value; }
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}
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private Mesh m_mesh;
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/// <summary>
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///
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/// </summary>
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public BoxCollider boxCollider
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{
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get
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{
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if (m_boxCollider == null)
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{
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//
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m_boxCollider = GetComponent<BoxCollider>();
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if (m_boxCollider == null)
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{
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m_boxCollider = gameObject.AddComponent<BoxCollider>();
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gameObject.AddComponent<Rigidbody>();
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}
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}
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return m_boxCollider;
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}
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}
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[SerializeField]
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private BoxCollider m_boxCollider;
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[SerializeField]
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private TextMeshPro m_TextComponent;
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[NonSerialized]
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private bool m_isRegisteredForEvents;
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void OnEnable()
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{
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// Register Callbacks for various events.
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if (!m_isRegisteredForEvents)
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{
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#if UNITY_EDITOR
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TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
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TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
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//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
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TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
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//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
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TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Add(ON_SPRITE_ASSET_PROPERTY_CHANGED);
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//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
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#endif
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m_isRegisteredForEvents = true;
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}
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// Make the geometry visible when the object is enabled.
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meshFilter.sharedMesh = mesh;
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// Update _ClipRect values
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if (m_sharedMaterial != null)
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m_sharedMaterial.SetVector(ShaderUtilities.ID_ClipRect, new Vector4(-32767, -32767, 32767, 32767));
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}
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void OnDisable()
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{
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// Hide the geometry when the object is disabled.
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m_meshFilter.sharedMesh = null;
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if (m_fallbackMaterial != null)
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{
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TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
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m_fallbackMaterial = null;
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}
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}
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void OnDestroy()
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{
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// Destroy Mesh
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if (m_mesh != null) DestroyImmediate(m_mesh);
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if (m_fallbackMaterial != null)
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{
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TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
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m_fallbackMaterial = null;
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}
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#if UNITY_EDITOR
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// Unregister the event this object was listening to
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TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
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TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
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//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
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TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
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//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
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TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Remove(ON_SPRITE_ASSET_PROPERTY_CHANGED);
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//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
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#endif
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m_isRegisteredForEvents = false;
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}
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#if UNITY_EDITOR
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// Event received when custom material editor properties are changed.
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void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
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{
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//Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");
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int targetMaterialID = mat.GetInstanceID();
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int sharedMaterialID = m_sharedMaterial.GetInstanceID();
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int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID();
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// Filter events and return if the affected material is not this object's material.
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if (targetMaterialID != sharedMaterialID)
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{
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// Check if event applies to the source fallback material
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if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID)
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TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial);
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else
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return;
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}
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if (m_TextComponent == null) m_TextComponent = GetComponentInParent<TextMeshPro>();
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m_padding = GetPaddingForMaterial();
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m_TextComponent.havePropertiesChanged = true;
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m_TextComponent.SetVerticesDirty();
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}
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// Event to Track Material Changed resulting from Drag-n-drop.
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void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
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{
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// Check if event applies to this current object
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if (obj == gameObject || UnityEditor.PrefabUtility.GetPrefabParent(gameObject) == obj)
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{
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if (!m_isDefaultMaterial) return;
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// Make sure we have a valid reference to the renderer.
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if (m_renderer == null) m_renderer = GetComponent<Renderer>();
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UnityEditor.Undo.RecordObject(this, "Material Assignment");
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UnityEditor.Undo.RecordObject(m_renderer, "Material Assignment");
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SetSharedMaterial(newMaterial);
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m_TextComponent.havePropertiesChanged = true;
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}
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}
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// Event received when font asset properties are changed in Font Inspector
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void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, UnityEngine.Object obj)
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{
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//if (spriteSheet != null && (obj as TMP_SpriteAsset == m_spriteAsset || obj as Texture2D == m_spriteAsset.spriteSheet))
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//{
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if (m_TextComponent != null)
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{
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m_TextComponent.havePropertiesChanged = true;
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//m_TextComponent.SetVerticesDirty();
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}
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//}
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}
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// Event received when font asset properties are changed in Font Inspector
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void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
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{
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if (font.GetInstanceID() == m_fontAsset.GetInstanceID())
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{
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// Copy Normal and Bold Weight
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if (m_fallbackMaterial != null)
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{
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m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightNormal, m_fontAsset.normalStyle);
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m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightBold, m_fontAsset.boldStyle);
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}
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}
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}
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/// <summary>
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/// Event received when the TMP Settings are changed.
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/// </summary>
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void ON_TMP_SETTINGS_CHANGED()
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{
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// //Debug.Log("TMP Setting have changed.");
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// //SetVerticesDirty();
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// SetMaterialDirty();
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}
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#endif
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public static TMP_SubMesh AddSubTextObject(TextMeshPro textComponent, MaterialReference materialReference)
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{
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GameObject go = new GameObject("TMP SubMesh [" + materialReference.material.name + "]", typeof(TMP_SubMesh));
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TMP_SubMesh subMesh = go.GetComponent<TMP_SubMesh>();
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go.transform.SetParent(textComponent.transform, false);
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go.transform.localPosition = Vector3.zero;
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go.transform.localRotation = Quaternion.identity;
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go.transform.localScale = Vector3.one;
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go.layer = textComponent.gameObject.layer;
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subMesh.m_meshFilter = go.GetComponent<MeshFilter>();
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subMesh.m_TextComponent = textComponent;
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subMesh.m_fontAsset = materialReference.fontAsset;
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subMesh.m_spriteAsset = materialReference.spriteAsset;
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subMesh.m_isDefaultMaterial = materialReference.isDefaultMaterial;
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subMesh.SetSharedMaterial(materialReference.material);
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subMesh.renderer.sortingLayerID = textComponent.renderer.sortingLayerID;
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subMesh.renderer.sortingOrder = textComponent.renderer.sortingOrder;
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return subMesh;
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}
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public void DestroySelf()
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{
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Destroy(this.gameObject, 1f);
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}
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// Function called internally when a new material is assigned via the fontMaterial property.
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Material GetMaterial(Material mat)
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{
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// Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
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// This can occur when the Duplicate Material Context menu is used on an inactive object.
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if (m_renderer == null)
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m_renderer = GetComponent<Renderer>();
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// Create Instance Material only if the new material is not the same instance previously used.
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if (m_material == null || m_material.GetInstanceID() != mat.GetInstanceID())
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m_material = CreateMaterialInstance(mat);
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m_sharedMaterial = m_material;
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// Compute and Set new padding values for this new material.
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m_padding = GetPaddingForMaterial();
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SetVerticesDirty();
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SetMaterialDirty();
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return m_sharedMaterial;
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}
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/// <summary>
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/// Method used to create an instance of the material
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/// </summary>
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/// <param name="source"></param>
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/// <returns></returns>
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Material CreateMaterialInstance(Material source)
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{
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Material mat = new Material(source);
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mat.shaderKeywords = source.shaderKeywords;
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mat.name += " (Instance)";
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return mat;
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}
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/// <summary>
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/// Method returning the shared material assigned to the text object.
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/// </summary>
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/// <returns></returns>
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Material GetSharedMaterial()
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{
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if (m_renderer == null)
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m_renderer = GetComponent<Renderer>();
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return m_renderer.sharedMaterial;
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}
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/// <summary>
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/// Method to set the shared material.
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/// </summary>
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/// <param name="mat"></param>
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void SetSharedMaterial(Material mat)
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{
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//Debug.Log("*** SetSharedMaterial() *** FRAME (" + Time.frameCount + ")");
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// Assign new material.
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m_sharedMaterial = mat;
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// Compute and Set new padding values for this new material.
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m_padding = GetPaddingForMaterial();
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SetMaterialDirty();
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#if UNITY_EDITOR
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if (m_sharedMaterial != null)
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gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
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#endif
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}
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/// <summary>
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/// Function called when the padding value for the material needs to be re-calculated.
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/// </summary>
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/// <returns></returns>
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public float GetPaddingForMaterial()
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{
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float padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);
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return padding;
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}
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/// <summary>
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/// Function to update the padding values of the object.
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/// </summary>
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/// <param name="isExtraPadding"></param>
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/// <param name="isBold"></param>
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public void UpdateMeshPadding(bool isExtraPadding, bool isUsingBold)
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{
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m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, isExtraPadding, isUsingBold);
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}
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/// <summary>
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///
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/// </summary>
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public void SetVerticesDirty()
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{
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if (!this.enabled)
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return;
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// This is called on the parent TextMeshPro component.
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if (m_TextComponent != null)
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{
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m_TextComponent.havePropertiesChanged = true;
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m_TextComponent.SetVerticesDirty();
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}
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}
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/// <summary>
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///
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/// </summary>
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public void SetMaterialDirty()
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{
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//if (!this.enabled)
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// return;
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UpdateMaterial();
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//m_materialDirty = true;
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//TMP_UpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
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}
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/// <summary>
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///
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/// </summary>
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protected void UpdateMaterial()
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{
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//Debug.Log("*** STO - UpdateMaterial() *** FRAME (" + Time.frameCount + ")");
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//if (!this.enabled)
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// return;
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if (m_renderer == null) m_renderer = this.renderer;
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m_renderer.sharedMaterial = m_sharedMaterial;
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#if UNITY_EDITOR
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if (m_sharedMaterial != null && gameObject.name != "TMP SubMesh [" + m_sharedMaterial.name + "]")
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gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
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#endif
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}
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/// <summary>
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///
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/// </summary>
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public void UpdateColliders(int vertexCount)
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{
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if (this.boxCollider == null) return;
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Vector2 bl = TMP_Math.MAX_16BIT;
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Vector2 tr = TMP_Math.MIN_16BIT;
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// Compute the bounds of the sub text object mesh (excluding the transform position).
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for (int i = 0; i < vertexCount; i++)
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{
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bl.x = Mathf.Min(bl.x, m_mesh.vertices[i].x);
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bl.y = Mathf.Min(bl.y, m_mesh.vertices[i].y);
|
|
|
|
tr.x = Mathf.Max(tr.x, m_mesh.vertices[i].x);
|
|
tr.y = Mathf.Max(tr.y, m_mesh.vertices[i].y);
|
|
}
|
|
|
|
Vector3 center = (bl + tr) / 2;
|
|
Vector3 size = tr - bl;
|
|
size.z = .1f;
|
|
this.boxCollider.center = center;
|
|
this.boxCollider.size = size;
|
|
|
|
}
|
|
}
|
|
}
|