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- using UnityEngine;
- using UnityEngine.TextCore;
- 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)
- {
- // Need to add tracking of coroutines that have been lunched for this text object.
- if (!m_animations.TryGetValue(currentCharacter, out bool 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.spriteCharacterTable.Count)
- end = spriteAsset.spriteCharacterTable.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_SpriteCharacter spriteCharacter = spriteAsset.spriteCharacterTable[currentFrame];
- // Update the vertices for the new sprite
- Vector3[] vertices = meshInfo.vertices;
- Vector2 origin = new Vector2(charInfo.origin, charInfo.baseLine);
- float spriteScale = charInfo.fontAsset.faceInfo.ascentLine / spriteCharacter.glyph.metrics.height * spriteCharacter.scale * charInfo.scale;
- Vector3 bl = new Vector3(origin.x + spriteCharacter.glyph.metrics.horizontalBearingX * spriteScale, origin.y + (spriteCharacter.glyph.metrics.horizontalBearingY - spriteCharacter.glyph.metrics.height) * spriteScale);
- Vector3 tl = new Vector3(bl.x, origin.y + spriteCharacter.glyph.metrics.horizontalBearingY * spriteScale);
- Vector3 tr = new Vector3(origin.x + (spriteCharacter.glyph.metrics.horizontalBearingX + spriteCharacter.glyph.metrics.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((float)spriteCharacter.glyph.glyphRect.x / spriteAsset.spriteSheet.width, (float)spriteCharacter.glyph.glyphRect.y / spriteAsset.spriteSheet.height);
- Vector2 uv1 = new Vector2(uv0.x, (float)(spriteCharacter.glyph.glyphRect.y + spriteCharacter.glyph.glyphRect.height) / spriteAsset.spriteSheet.height);
- Vector2 uv2 = new Vector2((float)(spriteCharacter.glyph.glyphRect.x + spriteCharacter.glyph.glyphRect.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;
- }
- }
- }
- }
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