using UnityEngine; using System.Collections; namespace TMPro.Examples { public class VertexShakeB : MonoBehaviour { public float AngleMultiplier = 1.0f; public float SpeedMultiplier = 1.0f; public float CurveScale = 1.0f; private TMP_Text m_TextComponent; private bool hasTextChanged; void Awake() { m_TextComponent = GetComponent<TMP_Text>(); } void OnEnable() { // Subscribe to event fired when text object has been regenerated. TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); } void OnDisable() { TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); } void Start() { StartCoroutine(AnimateVertexColors()); } void ON_TEXT_CHANGED(Object obj) { if (obj = m_TextComponent) hasTextChanged = true; } /// <summary> /// Method to animate vertex colors of a TMP Text object. /// </summary> /// <returns></returns> IEnumerator AnimateVertexColors() { // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. m_TextComponent.ForceMeshUpdate(); TMP_TextInfo textInfo = m_TextComponent.textInfo; Matrix4x4 matrix; Vector3[][] copyOfVertices = new Vector3[0][]; hasTextChanged = true; while (true) { // Allocate new vertices if (hasTextChanged) { if (copyOfVertices.Length < textInfo.meshInfo.Length) copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; for (int i = 0; i < textInfo.meshInfo.Length; i++) { int length = textInfo.meshInfo[i].vertices.Length; copyOfVertices[i] = new Vector3[length]; } hasTextChanged = false; } int characterCount = textInfo.characterCount; // If No Characters then just yield and wait for some text to be added if (characterCount == 0) { yield return new WaitForSeconds(0.25f); continue; } int lineCount = textInfo.lineCount; // Iterate through each line of the text. for (int i = 0; i < lineCount; i++) { int first = textInfo.lineInfo[i].firstCharacterIndex; int last = textInfo.lineInfo[i].lastCharacterIndex; // Determine the center of each line Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f)); // Iterate through each character of the line. for (int j = first; j <= last; j++) { // Skip characters that are not visible and thus have no geometry to manipulate. if (!textInfo.characterInfo[j].isVisible) continue; // Get the index of the material used by the current character. int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; // Get the index of the first vertex used by this text element. int vertexIndex = textInfo.characterInfo[j].vertexIndex; // Get the vertices of the mesh used by this text element (character or sprite). Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; // Determine the center point of each character at the baseline. Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; // Need to translate all 4 vertices of each quad to aligned with center of character. // This is needed so the matrix TRS is applied at the origin for each character. copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter; copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter; copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter; copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter; // Determine the random scale change for each character. float randomScale = Random.Range(0.95f, 1.05f); // Setup the matrix for the scale change. matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale); // Apply the scale change relative to the center of each character. copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); // Revert the translation change. copyOfVertices[materialIndex][vertexIndex + 0] += charCenter; copyOfVertices[materialIndex][vertexIndex + 1] += charCenter; copyOfVertices[materialIndex][vertexIndex + 2] += charCenter; copyOfVertices[materialIndex][vertexIndex + 3] += charCenter; // Need to translate all 4 vertices of each quad to aligned with the center of the line. // This is needed so the matrix TRS is applied from the center of the line. copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine; copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine; copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine; copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine; // Setup the matrix rotation. matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one); // Apply the matrix TRS to the individual characters relative to the center of the current line. copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); // Revert the translation change. copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; } } // Push changes into meshes for (int i = 0; i < textInfo.meshInfo.Length; i++) { textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); } yield return new WaitForSeconds(0.1f); } } } }