mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 23:37:59 +01:00
655 lines
No EOL
20 KiB
C#
655 lines
No EOL
20 KiB
C#
using UnityEngine;
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine.UI;
|
|
using UnityEngine.EventSystems;
|
|
using UnityEngine.UI.CoroutineTween;
|
|
|
|
|
|
#pragma warning disable 0414 // Disabled a few warnings related to serialized variables not used in this script but used in the editor.
|
|
|
|
namespace TMPro
|
|
{
|
|
|
|
[ExecuteInEditMode]
|
|
[DisallowMultipleComponent]
|
|
[RequireComponent(typeof(RectTransform))]
|
|
[RequireComponent(typeof(CanvasRenderer))]
|
|
[AddComponentMenu("UI/TextMeshPro - Text (UI)", 11)]
|
|
public partial class TextMeshProUGUI : TMP_Text, ILayoutElement
|
|
{
|
|
/// <summary>
|
|
/// Get the material that will be used for rendering.
|
|
/// </summary>
|
|
public override Material materialForRendering
|
|
{
|
|
get { return TMP_MaterialManager.GetMaterialForRendering(this, m_sharedMaterial); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if the size of the text container will be adjusted to fit the text object when it is first created.
|
|
/// </summary>
|
|
public override bool autoSizeTextContainer
|
|
{
|
|
get { return m_autoSizeTextContainer; }
|
|
|
|
set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); SetLayoutDirty(); } }
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
/// Reference to the Mesh used by the text object.
|
|
/// </summary>
|
|
public override Mesh mesh
|
|
{
|
|
get { return m_mesh; }
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Reference to the CanvasRenderer used by the text object.
|
|
/// </summary>
|
|
public new CanvasRenderer canvasRenderer
|
|
{
|
|
get
|
|
{
|
|
if (m_canvasRenderer == null) m_canvasRenderer = GetComponent<CanvasRenderer>();
|
|
|
|
return m_canvasRenderer;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Anchor dampening prevents the anchor position from being adjusted unless the positional change exceeds about 40% of the width of the underline character. This essentially stabilizes the anchor position.
|
|
/// </summary>
|
|
//public bool anchorDampening
|
|
//{
|
|
// get { return m_anchorDampening; }
|
|
// set { if (m_anchorDampening != value) { havePropertiesChanged = true; m_anchorDampening = value; /* ScheduleUpdate(); */ } }
|
|
//}
|
|
|
|
|
|
private bool m_isRebuildingLayout = false;
|
|
//private bool m_isLayoutDirty = false;
|
|
|
|
|
|
/// <summary>
|
|
/// Function called by Unity when the horizontal layout needs to be recalculated.
|
|
/// </summary>
|
|
public void CalculateLayoutInputHorizontal()
|
|
{
|
|
//Debug.Log("*** CalculateLayoutHorizontal() ***"); // at Frame: " + Time.frameCount); // called on Object ID " + GetInstanceID());
|
|
|
|
//// Check if object is active
|
|
if (!this.gameObject.activeInHierarchy)
|
|
return;
|
|
|
|
if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
|
|
{
|
|
m_preferredWidth = GetPreferredWidth();
|
|
|
|
ComputeMarginSize();
|
|
|
|
m_isLayoutDirty = true;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function called by Unity when the vertical layout needs to be recalculated.
|
|
/// </summary>
|
|
public void CalculateLayoutInputVertical()
|
|
{
|
|
//Debug.Log("*** CalculateLayoutInputVertical() ***"); // at Frame: " + Time.frameCount); // called on Object ID " + GetInstanceID());
|
|
|
|
//// Check if object is active
|
|
if (!this.gameObject.activeInHierarchy) // || IsRectTransformDriven == false)
|
|
return;
|
|
|
|
if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
|
|
{
|
|
m_preferredHeight = GetPreferredHeight();
|
|
|
|
ComputeMarginSize();
|
|
|
|
m_isLayoutDirty = true;
|
|
}
|
|
|
|
m_isCalculateSizeRequired = false;
|
|
}
|
|
|
|
|
|
public override void SetVerticesDirty()
|
|
{
|
|
if (m_verticesAlreadyDirty || this == null || !this.IsActive() || CanvasUpdateRegistry.IsRebuildingGraphics())
|
|
return;
|
|
|
|
m_verticesAlreadyDirty = true;
|
|
CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
|
|
|
|
if (m_OnDirtyVertsCallback != null)
|
|
m_OnDirtyVertsCallback();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public override void SetLayoutDirty()
|
|
{
|
|
//Debug.Log("SetLayoutDirty() called at frame:" + Time.frameCount + ".");
|
|
m_isPreferredWidthDirty = true;
|
|
m_isPreferredHeightDirty = true;
|
|
|
|
if ( m_layoutAlreadyDirty || this == null || !this.IsActive())
|
|
return;
|
|
|
|
m_layoutAlreadyDirty = true;
|
|
LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);
|
|
|
|
m_isLayoutDirty = true;
|
|
|
|
if (m_OnDirtyLayoutCallback != null)
|
|
m_OnDirtyLayoutCallback();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public override void SetMaterialDirty()
|
|
{
|
|
//Debug.Log("SetMaterialDirty()");
|
|
|
|
if (this == null || !this.IsActive() || CanvasUpdateRegistry.IsRebuildingGraphics())
|
|
return;
|
|
|
|
m_isMaterialDirty = true;
|
|
CanvasUpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
|
|
|
|
if (m_OnDirtyMaterialCallback != null)
|
|
m_OnDirtyMaterialCallback();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public override void SetAllDirty()
|
|
{
|
|
SetLayoutDirty();
|
|
SetVerticesDirty();
|
|
SetMaterialDirty();
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="update"></param>
|
|
public override void Rebuild(CanvasUpdate update)
|
|
{
|
|
if (this == null) return;
|
|
|
|
if (update == CanvasUpdate.Prelayout)
|
|
{
|
|
if (m_autoSizeTextContainer)
|
|
{
|
|
m_rectTransform.sizeDelta = GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
|
|
}
|
|
}
|
|
else if (update == CanvasUpdate.PreRender)
|
|
{
|
|
OnPreRenderCanvas();
|
|
|
|
m_verticesAlreadyDirty = false;
|
|
m_layoutAlreadyDirty = false;
|
|
|
|
if (!m_isMaterialDirty) return;
|
|
|
|
UpdateMaterial();
|
|
m_isMaterialDirty = false;
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Method to keep the pivot of the sub text objects in sync with the parent pivot.
|
|
/// </summary>
|
|
private void UpdateSubObjectPivot()
|
|
{
|
|
if (m_textInfo == null) return;
|
|
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
{
|
|
m_subTextObjects[i].SetPivotDirty();
|
|
}
|
|
//m_isPivotDirty = false;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="baseMaterial"></param>
|
|
/// <returns></returns>
|
|
public override Material GetModifiedMaterial(Material baseMaterial)
|
|
{
|
|
Material mat = baseMaterial;
|
|
|
|
if (m_ShouldRecalculateStencil)
|
|
{
|
|
m_stencilID = TMP_MaterialManager.GetStencilID(gameObject);
|
|
m_ShouldRecalculateStencil = false;
|
|
}
|
|
|
|
// Release masking material
|
|
//if (m_MaskMaterial != null)
|
|
// MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);
|
|
|
|
if (m_stencilID > 0)
|
|
{
|
|
mat = TMP_MaterialManager.GetStencilMaterial(baseMaterial, m_stencilID);
|
|
if (m_MaskMaterial != null)
|
|
TMP_MaterialManager.ReleaseStencilMaterial(m_MaskMaterial);
|
|
|
|
m_MaskMaterial = mat;
|
|
}
|
|
|
|
return mat;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
protected override void UpdateMaterial()
|
|
{
|
|
//Debug.Log("*** UpdateMaterial() ***");
|
|
|
|
//if (!this.IsActive())
|
|
// return;
|
|
|
|
if (m_sharedMaterial == null) return;
|
|
|
|
if (m_canvasRenderer == null) m_canvasRenderer = this.canvasRenderer;
|
|
|
|
m_canvasRenderer.materialCount = 1;
|
|
m_canvasRenderer.SetMaterial(materialForRendering, 0);
|
|
}
|
|
|
|
|
|
//public override void OnRebuildRequested()
|
|
//{
|
|
// //Debug.Log("OnRebuildRequested");
|
|
|
|
// base.OnRebuildRequested();
|
|
//}
|
|
|
|
|
|
|
|
//public override bool Raycast(Vector2 sp, Camera eventCamera)
|
|
//{
|
|
// //Debug.Log("Raycast Event. ScreenPoint: " + sp);
|
|
// return base.Raycast(sp, eventCamera);
|
|
//}
|
|
|
|
|
|
// MASKING RELATED PROPERTIES
|
|
/// <summary>
|
|
/// Sets the masking offset from the bounds of the object
|
|
/// </summary>
|
|
public Vector4 maskOffset
|
|
{
|
|
get { return m_maskOffset; }
|
|
set { m_maskOffset = value; UpdateMask(); m_havePropertiesChanged = true; }
|
|
}
|
|
|
|
|
|
//public override Material defaultMaterial
|
|
//{
|
|
// get { Debug.Log("Default Material called."); return m_sharedMaterial; }
|
|
//}
|
|
|
|
|
|
|
|
//protected override void OnCanvasHierarchyChanged()
|
|
//{
|
|
// //Debug.Log("OnCanvasHierarchyChanged...");
|
|
//}
|
|
|
|
|
|
// IClippable implementation
|
|
/// <summary>
|
|
/// Method called when the state of a parent changes.
|
|
/// </summary>
|
|
public override void RecalculateClipping()
|
|
{
|
|
//Debug.Log("***** RecalculateClipping() *****");
|
|
|
|
base.RecalculateClipping();
|
|
}
|
|
|
|
// IMaskable Implementation
|
|
/// <summary>
|
|
/// Method called when Stencil Mask needs to be updated on this element and parents.
|
|
/// </summary>
|
|
public override void RecalculateMasking()
|
|
{
|
|
//Debug.Log("***** RecalculateMasking() *****");
|
|
|
|
this.m_ShouldRecalculateStencil = true;
|
|
SetMaterialDirty();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Override of the Cull function to provide for the ability to override the culling of the text object.
|
|
/// </summary>
|
|
/// <param name="clipRect"></param>
|
|
/// <param name="validRect"></param>
|
|
public override void Cull(Rect clipRect, bool validRect)
|
|
{
|
|
if (m_ignoreRectMaskCulling) return;
|
|
|
|
base.Cull(clipRect, validRect);
|
|
}
|
|
|
|
|
|
//protected override void UpdateGeometry()
|
|
//{
|
|
// //Debug.Log("UpdateGeometry");
|
|
// //base.UpdateGeometry();
|
|
//}
|
|
|
|
|
|
//protected override void UpdateMaterial()
|
|
//{
|
|
// //Debug.Log("UpdateMaterial called.");
|
|
//// base.UpdateMaterial();
|
|
//}
|
|
|
|
|
|
/*
|
|
/// <summary>
|
|
/// Sets the mask type
|
|
/// </summary>
|
|
public MaskingTypes mask
|
|
{
|
|
get { return m_mask; }
|
|
set { m_mask = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set the masking offset mode (as percentage or pixels)
|
|
/// </summary>
|
|
public MaskingOffsetMode maskOffsetMode
|
|
{
|
|
get { return m_maskOffsetMode; }
|
|
set { m_maskOffsetMode = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
/// <summary>
|
|
/// Sets the softness of the mask
|
|
/// </summary>
|
|
public Vector2 maskSoftness
|
|
{
|
|
get { return m_maskSoftness; }
|
|
set { m_maskSoftness = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Allows to move / offset the mesh vertices by a set amount
|
|
/// </summary>
|
|
public Vector2 vertexOffset
|
|
{
|
|
get { return m_vertexOffset; }
|
|
set { m_vertexOffset = value; havePropertiesChanged = true; isMaskUpdateRequired = true; }
|
|
}
|
|
*/
|
|
|
|
|
|
/// <summary>
|
|
/// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script.
|
|
/// </summary>
|
|
public override void UpdateMeshPadding()
|
|
{
|
|
m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold);
|
|
m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
|
|
m_havePropertiesChanged = true;
|
|
checkPaddingRequired = false;
|
|
|
|
// Return if text object is not awake yet.
|
|
if (m_textInfo == null) return;
|
|
|
|
// Update sub text objects
|
|
for (int i = 1; i < m_textInfo.materialCount; i++)
|
|
m_subTextObjects[i].UpdateMeshPadding(m_enableExtraPadding, m_isUsingBold);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Tweens the CanvasRenderer color associated with this Graphic.
|
|
/// </summary>
|
|
/// <param name="targetColor">Target color.</param>
|
|
/// <param name="duration">Tween duration.</param>
|
|
/// <param name="ignoreTimeScale">Should ignore Time.scale?</param>
|
|
/// <param name="useAlpha">Should also Tween the alpha channel?</param>
|
|
protected override void InternalCrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha)
|
|
{
|
|
int materialCount = m_textInfo.materialCount;
|
|
|
|
for (int i = 1; i < materialCount; i++)
|
|
{
|
|
m_subTextObjects[i].CrossFadeColor(targetColor, duration, ignoreTimeScale, useAlpha);
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Tweens the alpha of the CanvasRenderer color associated with this Graphic.
|
|
/// </summary>
|
|
/// <param name="alpha">Target alpha.</param>
|
|
/// <param name="duration">Duration of the tween in seconds.</param>
|
|
/// <param name="ignoreTimeScale">Should ignore Time.scale?</param>
|
|
protected override void InternalCrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale)
|
|
{
|
|
int materialCount = m_textInfo.materialCount;
|
|
|
|
for (int i = 1; i < materialCount; i++)
|
|
{
|
|
m_subTextObjects[i].CrossFadeAlpha(alpha, duration, ignoreTimeScale);
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
|
|
/// </summary>
|
|
public override void ForceMeshUpdate()
|
|
{
|
|
//if (m_isEnabled == false) this.OnEnable();
|
|
|
|
m_havePropertiesChanged = true;
|
|
OnPreRenderCanvas();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
|
|
/// </summary>
|
|
/// <param name="ignoreInactive">If set to true, the text object will be regenerated regardless of is active state.</param>
|
|
public override void ForceMeshUpdate(bool ignoreInactive)
|
|
{
|
|
m_havePropertiesChanged = true;
|
|
m_ignoreActiveState = true;
|
|
OnPreRenderCanvas();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function used to evaluate the length of a text string.
|
|
/// </summary>
|
|
/// <param name="text"></param>
|
|
/// <returns></returns>
|
|
public override TMP_TextInfo GetTextInfo(string text)
|
|
{
|
|
StringToCharArray(text, ref m_char_buffer);
|
|
SetArraySizes(m_char_buffer);
|
|
|
|
m_renderMode = TextRenderFlags.DontRender;
|
|
|
|
ComputeMarginSize();
|
|
|
|
// Need to make sure we have a valid reference to a Canvas.
|
|
if (m_canvas == null) m_canvas = this.canvas;
|
|
|
|
GenerateTextMesh();
|
|
|
|
m_renderMode = TextRenderFlags.Render;
|
|
|
|
return this.textInfo;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Function to clear the geometry of the Primary and Sub Text objects.
|
|
/// </summary>
|
|
public override void ClearMesh()
|
|
{
|
|
m_canvasRenderer.SetMesh(null);
|
|
|
|
for (int i = 1; i < m_subTextObjects.Length && m_subTextObjects[i] != null; i++)
|
|
m_subTextObjects[i].canvasRenderer.SetMesh(null);
|
|
|
|
//if (m_linkedTextComponent != null)
|
|
// m_linkedTextComponent.ClearMesh();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to force the regeneration of the text object.
|
|
/// </summary>
|
|
/// <param name="flags"> Flags to control which portions of the geometry gets uploaded.</param>
|
|
//public override void ForceMeshUpdate(TMP_VertexDataUpdateFlags flags) { }
|
|
|
|
|
|
/// <summary>
|
|
/// Function to update the geometry of the main and sub text objects.
|
|
/// </summary>
|
|
/// <param name="mesh"></param>
|
|
/// <param name="index"></param>
|
|
public override void UpdateGeometry(Mesh mesh, int index)
|
|
{
|
|
mesh.RecalculateBounds();
|
|
|
|
if (index == 0)
|
|
{
|
|
m_canvasRenderer.SetMesh(mesh);
|
|
}
|
|
else
|
|
{
|
|
m_subTextObjects[index].canvasRenderer.SetMesh(mesh);
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to upload the updated vertex data and renderer.
|
|
/// </summary>
|
|
public override void UpdateVertexData(TMP_VertexDataUpdateFlags flags)
|
|
{
|
|
int materialCount = m_textInfo.materialCount;
|
|
|
|
for (int i = 0; i < materialCount; i++)
|
|
{
|
|
Mesh mesh;
|
|
|
|
if (i == 0)
|
|
mesh = m_mesh;
|
|
else
|
|
{
|
|
// Clear unused vertices
|
|
// TODO: Causes issues when sorting geometry as last vertex data attribute get wiped out.
|
|
//m_textInfo.meshInfo[i].ClearUnusedVertices();
|
|
|
|
mesh = m_subTextObjects[i].mesh;
|
|
}
|
|
|
|
if ((flags & TMP_VertexDataUpdateFlags.Vertices) == TMP_VertexDataUpdateFlags.Vertices)
|
|
mesh.vertices = m_textInfo.meshInfo[i].vertices;
|
|
|
|
if ((flags & TMP_VertexDataUpdateFlags.Uv0) == TMP_VertexDataUpdateFlags.Uv0)
|
|
mesh.uv = m_textInfo.meshInfo[i].uvs0;
|
|
|
|
if ((flags & TMP_VertexDataUpdateFlags.Uv2) == TMP_VertexDataUpdateFlags.Uv2)
|
|
mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
|
|
|
|
//if ((flags & TMP_VertexDataUpdateFlags.Uv4) == TMP_VertexDataUpdateFlags.Uv4)
|
|
// mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
|
|
|
|
if ((flags & TMP_VertexDataUpdateFlags.Colors32) == TMP_VertexDataUpdateFlags.Colors32)
|
|
mesh.colors32 = m_textInfo.meshInfo[i].colors32;
|
|
|
|
mesh.RecalculateBounds();
|
|
|
|
if (i == 0)
|
|
m_canvasRenderer.SetMesh(mesh);
|
|
else
|
|
m_subTextObjects[i].canvasRenderer.SetMesh(mesh);
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Function to upload the updated vertex data and renderer.
|
|
/// </summary>
|
|
public override void UpdateVertexData()
|
|
{
|
|
int materialCount = m_textInfo.materialCount;
|
|
|
|
for (int i = 0; i < materialCount; i++)
|
|
{
|
|
Mesh mesh;
|
|
|
|
if (i == 0)
|
|
mesh = m_mesh;
|
|
else
|
|
{
|
|
// Clear unused vertices
|
|
m_textInfo.meshInfo[i].ClearUnusedVertices();
|
|
|
|
mesh = m_subTextObjects[i].mesh;
|
|
}
|
|
|
|
//mesh.MarkDynamic();
|
|
mesh.vertices = m_textInfo.meshInfo[i].vertices;
|
|
mesh.uv = m_textInfo.meshInfo[i].uvs0;
|
|
mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
|
|
//mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
|
|
mesh.colors32 = m_textInfo.meshInfo[i].colors32;
|
|
|
|
mesh.RecalculateBounds();
|
|
|
|
if (i == 0)
|
|
m_canvasRenderer.SetMesh(mesh);
|
|
else
|
|
m_subTextObjects[i].canvasRenderer.SetMesh(mesh);
|
|
}
|
|
}
|
|
|
|
|
|
public void UpdateFontAsset()
|
|
{
|
|
LoadFontAsset();
|
|
}
|
|
|
|
}
|
|
} |