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bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 7 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 32 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + allowsAlphaSplitting: 0 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/vertexmod1.png b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/vertexmod1.png new file mode 100644 index 00000000..1265fe54 Binary files /dev/null and b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/vertexmod1.png differ diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/vertexmod1.png.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/vertexmod1.png.meta new file mode 100644 index 00000000..36509a5d --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/vertexmod1.png.meta @@ -0,0 +1,59 @@ +fileFormatVersion: 2 +guid: 42c648426878949cdbeccfcf6369beb1 +timeCreated: 1475028213 +licenseType: Store +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 7 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 32 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + allowsAlphaSplitting: 0 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/waves1.png b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/waves1.png new file mode 100644 index 00000000..f46944de Binary files /dev/null and b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/waves1.png differ diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/waves1.png.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/waves1.png.meta new file mode 100644 index 00000000..948bcf28 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/STMDocImages/waves1.png.meta @@ -0,0 +1,59 @@ +fileFormatVersion: 2 +guid: eeb321ff3a6dc484fa09d06d63c4546b +timeCreated: 1474939316 +licenseType: Store +TextureImporter: + fileIDToRecycleName: {} + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + cubemapConvolution: 0 + cubemapConvolutionSteps: 7 + cubemapConvolutionExponent: 1.5 + seamlessCubemap: 0 + textureFormat: -1 + maxTextureSize: 32 + textureSettings: + filterMode: -1 + aniso: -1 + mipBias: -1 + wrapMode: -1 + nPOTScale: 1 + lightmap: 0 + rGBM: 0 + compressionQuality: 50 + allowsAlphaSplitting: 0 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: -1 + buildTargetSettings: [] + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + spritePackingTag: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.html b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.html new file mode 100644 index 00000000..cba753cb --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.html @@ -0,0 +1,2592 @@ + + + + + Features + + + + + + + + + + +
+
+	Super Text Mesh Documentation
+	
+
+
+
+
+
+
+
+ +
+
+

Features

+ +
+

Adding Super Text Mesh to Unity

+

Importing Super Text Mesh into Unity

+
+

+Recommended minimum install. +
+

To import Super Text Mesh into your project, either drag in the .unitypackage file, or get it from the asset store window.

+

Imported folders and what they do

+ +

Additional support packages are listed under [Support Packages for Other Assets](#Support Packages for Other Assets).

+

The outline shaders take a long time to compile, so don't import them if you're in a hurry or don't want to use them.

+

Adding Super Text Mesh to a Scene

+
+

+Adding as a new Game Object. +
+

To add it as a new GameObject, you can also go "GameObject > 3D Object > Super 3D Text", to create a new Text Mesh object. This option may require a reset of Unity to appear, initially. +"GameObject > UI > Super Text" is the path for adding a new UI Text object. Please do not add Super Text Mesh to your game by dragging in the prefabs from the "prefabs" folder. Those only exist so adding it from the GameObject menu can work!

+

To add Super Text Mesh to an existing object in your project, you can select "Add Component" on an existing GameObject and find it under "Mesh > Super Text Mesh". Even when adding it as a UI element, you can add it this way, as long as the object you're adding it to is already the child of a canvas (if it has a RectTransform).

+
+

Text Data File & Rich Text Tags

+

Text Data

+
+

+The inspector window. +
+

In "Assets > Clavian > SuperTextMesh > Resources", you'll find a set of files used to change the presets of all text meshes in your project. You can edit these directly here, or click on the "[T]" icon in any Super Text Mesh's inspector to edit them with a custom inspector!

+

This file allows customization of effects called by Super Text Mesh's rich text tags. For example, you can define a color named "1" to be called with the tag <c=1>, or a text delay to be called using <d=myDelay> so you wouldn't have to type the same number over and over to call the same effect.

+

Text Data Customization

+

Lots of Super Text Mesh's settings can be changed mid-strin`g with tags such as <c=red> to change text to be red, or <d=10> to insert a delay that would be equal to 10 characters being read out. Most tags can be customized in a group of assets referred to as "TextData".

+

All TextData files can be found within "Assets > Clavian > SuperTextMesh > Resources" and can be edited there, or by clicking the [T] icon within a Super Text Mesh component. The name of the file will determine what tag it uses (eg. A color named "Teal" would be called with <c=Teal>).

+

When editing in the Super Text Mesh inspector, each TextData file has a header with a button to ping the asset in the project folder, a button to delete it, and a bar where the name can be edited. At the bottom of each group is a button to create a new asset, and at the very bottom of the inspector is a button to refresh the database, incase you make assets outside of the inspector.

+

Waves, Jitters, and Delays all have customizable default settings. When you go to edit them, you'll notice a setting named "default". This will be the setting called by the basic version of this tag. (<w>, <j>, <d>.) These can be changed to whatever settings you want. +In other words, using the <w> tag would be the same as calling <w=default>.

+

For autodelays and autoclips, you might want to have a delay or a clip inserted for a character that can't be saved in a file name, such as "?", "!", ".", etc. For these, use the written-out name of these characters instead: +"space", "tab", "line break", "exclamation point", "question mark", "semicolon", "colon", "tilde", "period", "comma", "number sign", "percent", "ampersand", "asterix", "backslash", "forwardslash", "openbrace", "closebrace"

+

You can also reference quads this way! If you have a quad named "cross", then when you type <q=cross> into a mesh, it'll react to autodelays, autoclips, and sound clips named "cross".

+

Other aspects of Super Text Mesh, like draw animations, automatic voice clips, and master switches are also controlled with these text data files.

+

Effects

+

Waves

+
[<w> / <w=name>]
+
+

+Editing a wave. +
+ +

Jitters

+
[<j> / <j=name>]
+ +

Draw Animations

+
[<drawAnim=name>]
+

The initial draw animation of a mesh is defined in the inspector, but can be changed mid-string with tags. Draw animations are also used in reverse for undrawing animations. They are referenced with case-sensitive strings.

+ +

Text Color

+

Colors

+
[<c> / <c=name>]
+

Define colours by name to be called by the <c=name> tag.

+

Gradients

+
[<c> / <c=name>]
+

Define a gradient to be called by the <c=name> tag.

+ +

Textures

+
[<c> / <c=name>]
+

Define a texture to color text with. Also called with the <c=name> tag.

+ +

Inline

+

Delays

+
[<d> / <d=name>]
+

Delays can be defined here, to be called back quickly using tags instead of numbers.

+

Voices

+
[<v> / <v=name>]
+

Define longer strings that can be inserted with shorter ones, called by <v=name>. Good for setting multiple things at once, and defining different settings for characters. The usage is similar to text macros.

+

Fonts

+
[<f> / <f=name>]
+

You can define a font to be called with the <f=name> tag, here.

+

Audio Clips

+
[<audioClips=name>]
+

Changes the set of audio clips to be used.

+

Sound Clips

+
[<clips=name>]
+

Adds a set of auto clips to be used. For adding auto clips mid-string.

+

Quads

+
[<q=name> / <q=name,index> / <q=name,xPos,yPos>]
+
+

+How quad columns work. +
+Used to define quads, inline images that can be used in a similar fasion to emoji. +When writing out the tags for quads, you can override the index or get a quad at a specific point in your texture if you don't want to define multiple quads in the inspector! + +

Materials

+
[<m=name>]
+

Defines materials to switch to mid-string.

+

Automatic

+

Auto Delays

+

Automatic delays that happen after specific characters can be defined, here. They only occur if the following character in a string is a space, tab or line break.

+ +

An auto delay will be inserted after its character is read out.

+

Auto Clips

+

Certain audio clips can be defined to play for specific characters, here. +If "Clip" is undefined, a sound will NOT be played for this character. This is good for spaces, line breaks, and tabs, all of which are defined for this by default. +This feature could also be used to set up a typewriter, so you can have it make the distinctive "ding" sound, every time a line break is read out.

+ +

Master

+

Disable Animated Text

+

For accessibility, you can use this bool to easily enable/disable ALL animated text effects in your game. To call it with code, you can use "SuperTextMesh.data.disableAnimatedText".

+

Default Font

+

This will be the font STM will fallback to. By default, this value is Arial, Unity's built-in font. It's only suggested to change this if you are having issues with Arial as a fallback, since the default font will be used if a character doesn't exist in a font and Arial seems to have every character Unity supports available.

+

Bounds Color

+

Controls the colour of STM's autoWrap/verticalLimit bounds gizmos. Set transparency to 0 to disable.

+

Text Bounds Color

+

Controls the colour of STM's text bounds gizmos. Set transparency to 0 to disable.

+

Bounds Color

+

Controls the colour of STM's final text bounds gizmos. Set transparency to 0 to disable.

+

Superscript Offset

+

How high superscript text (<sup>) will be relative to text.

+

Superscript Size

+

How big superscript text will be relative to text.

+

Subscript Offset

+

How high subscript text (<sub>) will be relative to text.

+

Subscript Size

+

How big subscript text will be relative to text.

+

Rich Text Tags

+
+

+Demonstration of some tags. +
+

These tags can be used mid-string to change aspects of the text! Any tag that has "name" on it like "<c=name>" can be modified with the [Text Data file](#Text Data). All tags can be closed with a tag like "</c>", for example.

+ +

Other elements of Super Text Mesh can be changed directly with tags, but these are meant to be changed with voice tags, as they are longer than standard tags. Still, you can use them in regular text, too:

+ +
+

Methods, Parameters & Events

+

Public Methods

+

These functions can be called with code, and are useful for dialogue managers:

+

Rebuild

+
void SuperTextMesh.Rebuild()
+

Call this to update the mesh's text. This will also cause it to read out again, if the read delay is above 0.

+
void SuperTextMesh.Rebuild(bool readAutomatically)
+

Can be used to rebuild the mesh without automatically reading out. Good for some text boxes. Will override the "autoRead" variable.

+

RebuildAll

+
[STATIC] void SuperTextMesh.RebuildAll()
+

Will call Rebuild() on every mesh in the scene. Should only be used when starting a scene as it uses FindObjectsOfType, which is very intensive.

+

Read

+
void SuperTextMesh.Read()
+

You can use this to have text get re-read without rebuilding the mesh.

+
void SuperTextMesh.Read(float startTime)
+

You can also get the mesh to read from a specific point.

+

SpeedRead

+
void SuperTextMesh.SpeedRead()
+

Tells the text mesh to switch to its faster reading speed.

+

RegularRead

+
void SuperTextMesh.RegularRead()
+

Tells the text mesh to return to its regular reading speed.

+

SkipToEnd

+
void SuperTextMesh.SkipToEnd()
+

Makes the mesh finish drawing immediately, calling all events that haven't been read yet.

+

Append

+
void SuperTextMesh.Append(string)
+

Add to the end of the current text mesh string, and begin reading from this point.

+

UnRead

+
void SuperTextMesh.UnRead()
+

Tell the mesh to play its "undrawing animation". Other aliases for this function are "Unread()", "UnDraw()", and "Undraw()". After the animation finishes, the mesh won't update until Rebuild() is called again.

+

Continue

+
bool SuperTextMesh.Continue()
+

Tells the mesh to continue past a <pause> tag. Will return true if any more pauses needed to be passed by, and false if the end of the mesh was already reached.

+

UndoContinue()

+
bool SuperTextMesh.Continue()
+

Makes text begin reading from the previous pause point used by Continue().

+

Public Properties

+

All public variables can be changed with code, if needed.

+

Text

+

text

+
string SuperTextMesh.text
+

Same as SuperTextMesh._text, but Rebuild() will be called automatically upon setting.

+

_text

+
string SuperTextMesh._text
+

This is the text stored within the text mesh. The text mesh will not display it until Rebuild() is called. There's an underscore there, by the way, it's just covered up by the underline.

+

drawText

+
[READ ONLY] string SuperTextMesh.drawText
+

Text that the mesh will display. So this is the same as SuperTextMesh.text, but after being processed as rich text! If rich text is turned off, this will be the same as SuperTextMesh.text. This string will not include automatically-inserted hypens and line breaks.

+

hyphenedText

+
[READ ONLY] string SuperTextMesh.hyphenedText
+

Text that the mesh will display, including characters that may have been added like hyphens and line breaks, and with some characters removed, such as spaces replaced by line breaks.

+

reading

+
[READ ONLY] bool SuperTextMesh.reading
+

This bool returns true if the text mesh is currently reading out text. Returns false when the mesh has finished, or if the mesh has a read delay of 0.

+

unreading

+
[READ ONLY] bool SuperTextMesh.unreading
+

This bool returns true if the text mesh is currently playing its unreading animation.

+

Appearance

+

font

+
Font SuperTextMesh.font
+

The font to be used by the text mesh.

+

color

+
Color SuperTextMesh.color
+

Default color used by this text mesh.

+

size

+
float SuperTextMesh.size
+

Size of this text in local space. For UI elements, this is the size in screen space.

+

bestFit

+
SuperTextMesh.BestFitMode SuperTextMesh.bestFit
+

Controls Best Fit text.

+ +

style

+
FontStyle SuperTextMesh.style
+

Default font style for the text mesh.

+ +

richText

+
bool SuperTextMesh.richText
+

If this text mesh responds to rich text tags or not.

+

quality

+
int SuperTextMesh.quality
+

This is a font's point size.

+

filterMode

+
FilterMode SuperTextMesh.filterMode
+

Filter mode to be used by the text mesh.

+ +

A note about filter modes! If two text meshes are using the same font, but with different filter modes applied, the material settings will get confused and blink between filter modes. I suggest duplicating your font in the assets folder and using the different filter mode on this new font to avoid this.

+

maskMode

+
SuperTextMesh.MaskMode SuperTextMesh.maskMode
+

What operation STM will use when masking.

+ +

textMaterial

+
Material SuperTextMesh.textMaterial
+
+

+Material controls. +
+The default material being used by this mesh. Will be referenced by the mesh upon rebuild, and should be treated as "a shader, with settings". A good example of this is that if you had an in-game keyboard made up of several Super Text Meshes, they could all share the same material and changes could be made to all of them quickly this way. +

NOTE: This value is only referenced once Rebuild() is called, where Super Text Mesh will then create an internal material that the mesh will reference instead. This is done so that multiple fonts can use the same material's look. So the above trick with changing a single material to effect multiple meshes only works in edit mode.

+

Position

+

baseOffset

+
Vector3 SuperTextMesh.baseOffset
+

Additional offset for the mesh from the anchor point.

+

relativeBaseOffset

+
bool SuperTextMesh.relativeBaseOffset
+

Changes whether baseOffset is multiplied by a letter's size or not. Z is not effected.

+

anchor

+
TextAnchor SuperTextMesh.anchor
+

Anchor point of the text box. In UI mode, upper/middle/lower anchors can be adjusted. This also controls where text will draw from if you have bounds defined. (Bottom-anchored text will snap to the bottom of your defined bounds.)

+ +

alignment

+
SuperTextMesh.Alignment SuperTextMesh.alignment
+

Decides text alignment.

+ +

lineSpacing

+
float SuperTextMesh.lineSpacing
+

The space between rows of text. 1 is the default.

+

characterSpacing

+
float SuperTextMesh.characterSpacing
+

Extra horizontal space between characters. Default is 0.

+

tabSize

+
float SuperTextMesh.tabSize
+

The width that a tab should take up. Default is 4.

+

autoWrap

+
float SuperTextMesh.autoWrap
+

For non-UI text, text will wrap after it goes past this point. Wrapping is disabled if this is set to 0.

+

uiWrap

+
bool SuperTextMesh.uiWrap
+

For UI text, if this is true, text will wrap at the rectTransform bounds.

+

breakText

+
bool SuperTextMesh.breakText
+

If true, instead of text trying to always insert automatic line breaks at previous spaces, tabs, and hyphens, text will just drop down a row a the very end of a row.

+

insertHyphens

+
bool SuperTextMesh.insertHyphens
+

If true, when text exceeds the bounds, and there isn't a previous space to insert a line break, a hyphen will be inserted, and the word will be split.

+

verticalLimit

+
int SuperTextMesh.verticalLimit
+

For non-UI text, When greater than 0, this sets the vertical bounding box. Text beyond this limit will behave differently depending on the current vertical limit mode.

+

uiLimit

+
bool SuperTextMesh.uiLimit
+

For UI text, if this is true, text will be limited by the rectTransform bounds.

+

verticalLimitMode

+
SuperTextMesh.verticalLimitMode
+

Controls how text is treated if it exceeds the vertical limit.

+ +

Text will scroll to show the last lines of text in the box. This is good for textboxes like the ones in most RPGs with small text boxes.

+ +

Text will be cut off at the limit, and all extra text will end up, with proper tags, in a variable named "leftoverText".

+ +

Text will ignore the limit. You can use this if you want to use the vertical limit to position a box, but not restrict it for whatever reason.

+ +

A combination of cutoff and showlast. When text reaches the vertical limit, it will be cut off until Continue() is called. After calling continue, this will repeat until the vertical limit is met again.

+ +

Like auto pause, but when Continue() is called, the text box starts reading the new text from the top of the box, instead of using the show last effect. This value is based on verticalLimit, so it's suggested to use a vertical limit that is a multiple, or close to a multiple of size.

+

Note: Text Bounds for Show Last, Auto Pause, and Auto Pause Full might appear incorrectly for text that changes size mid-string.

+

lineHeights

+
[READ ONLY] List SuperTextMesh.lineHeights
+

A list containing the heights of each line. The Count property of this is the amount of lines the STM object has, and the floats are the height of each line. Can beused for things like the LinkController class!

+

Timing

+

ignoreTimeScale

+
bool SuperTextMesh.ignoreTimeScale
+

If set to true, this text mesh will not be effected by time scale in any way.

+

disableAnimatedText

+
bool SuperTextMesh.disableAnimatedText
+

Disable all animated effects for this text mesh. A master toggle for all text meshes can be found in [Text Data](#Text Data Customization).

+

forceAnimation

+
bool SuperTextMesh.forceAnimation
+

If true, Super Text Mesh will update every frame, even if there isn't an animation to play. This is intended to be used if you're animating an STM parameter (such as color) through an Animator.

+

autoRead

+
bool SuperTextMesh.autoRead
+

Tell text to read out by itself or not when Rebuild() is called. Text can be told to read manually with Read().

+

rememberReadPosition

+
bool SuperTextMesh.rememberReadPosition
+

When the mesh is enabled/disabled, this controls whether the mesh will remember where it was while drawing, or follow its legacy behaviour and act as if Rebuild() was called. Rebuild() can be called when re-enabling text while this boolean is true, too.

+

readDelay

+
float SuperTextMesh.readDelay
+

The delay between letters when text is being read out. Reading disabled if set to 0.

+

drawOrder

+
SuperTextMesh.DrawOrder drawOrder
+

What order the text will draw in.

+ +

drawAnimName

+
string SuperTextMesh.drawAnimName
+

The name of the draw animation that will be used for this mesh. Can be defined in [TextData](#Text Data). Case-sensitive.

+

Functionality

+

speedReadScale

+
float SuperTextMesh.speedReadScale
+

Multiple of timeScale for when SpeedRead() is active.

+

unreadDelay

+
float SuperTextMesh.unreadDelay
+

The delay between letters for when text is unreading.

+

undrawOrder

+
SuperTextMesh.DrawOrder undrawOrder
+

What order the text will undraw in. Same options as drawOrder.

+

undrawAnimName

+
string SuperTextMesh.undrawAnimName
+

The name of the draw animation that will be used for undrawing on this mesh. Can be defined in TextData. Case-sensitive.

+

Audio

+

audioSource

+
AudioSource SuperTextMesh.audioSource
+

The audio source to be used by this text mesh. Must be defined to use audio.

+

audioClips

+
AudioClip[] SuperTextMesh.audioClips
+

Audio clips to be used while reading out text. Only a single clip is needed, but if there's multiple, a random sound clip will be chosen from the array.

+

stopPreviousSound

+
bool SuperTextMesh.stopPreviousSound
+

If set to true, whenever a new letter is read, it'll play a new sound and stop the old one. +If set to false, new letters will not override old ones, it'll wait for the clip to end before playing a new sound.

+

pitchMode

+
SuperTextMesh.pitchMode
+

When reading out text, how the pitch of the sounds will be effected.

+ +

overridePitch

+
float SuperTextMesh.overridePitch [Range(0f,3f)]
+

If the pitchMode is set to "Single", this will be the new pitch used.

+

minPitch

+
float SuperTextMesh.minPitch [Range(0f,3f)]
+

If the pitchMode is set to "Random" or "Perlin", this will be the minimum random pitch.

+

maxPitch

+
float SuperTextMesh.maxPitch [Range(0f,3f)]
+

If the pitchMode is set to "Random" or "Perlin", this will be the maximum random pitch.

+

perlinPitchMulti

+
float SuperTextMesh.perlinPitchMulti
+

If the pitchMode is set to "Perlin", this will control how quickly the perlin noise value changes.

+

speedReadPitch

+
float SuperTextMesh.speedReadPitch
+

When speedReading, this value will be ADDED to the pitch.

+

Looking for even more advanced audio control? STM's PlaySound() method is virtual, and STM can be extended to work with other audio engines! You can also use OnPrintEvent, which gets invoked at the exact same time as PlaySound().

+

Bounds Variables

+

Raw Bounds

+

rawTopLeftBounds

+
[READ ONLY] Vector3 SuperTextMesh.rawTopLeftBounds
+

The top-left bounds of the mesh, local to the mesh and uneffected by transform.

+

rawBottomRightBounds

+
[READ ONLY] Vector3 SuperTextMesh.rawBottomRightBounds
+

The bottom-right bounds of the mesh, local to the mesh and uneffected by transform.

+

rawBottomRightTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.rawBottomRightTextBounds
+

The the with and height of text is stored here, unclamped by bounds.

+

Defined Bounds

+

topLeftBounds

+
[READ ONLY] Vector3 SuperTextMesh.topLeftBounds
+

The top-left bounds of the mesh, in world space.

+

topRightBounds

+
[READ ONLY] Vector3 SuperTextMesh.topRightBounds
+

The top-right bounds of the mesh, in world space.

+

bottomLeftBounds

+
[READ ONLY] Vector3 SuperTextMesh.bottomLeftBounds
+

The bottom-left bounds of the mesh, in world space.

+

bottomRightBounds

+
[READ ONLY] Vector3 SuperTextMesh.bottomRightBounds
+

The bottom-right bounds of the mesh, in world space.

+

centerBounds

+
[READ ONLY] Vector3 SuperTextMesh.centerBounds
+

The center of the bounds of the mesh, in world space.

+

Text Bounds

+

topLeftTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.topLeftTextBounds
+

The top-left corner of the mesh's text bounds, in world space. This value changes as a mesh reads out.

+

topRightTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.topRightTextBounds
+

The top-right corner of the mesh's text bounds, in world space. This value changes as a mesh reads out.

+

bottomLeftTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.bottomLeftTextBounds
+

The bottom-left corner of the mesh's text bounds, in world space. This value changes as a mesh reads out.

+

bottomRightTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.bottomRightTextBounds
+

The bottom-right corner of the mesh's text bounds, in world space. This value changes as a mesh reads out.

+

centerTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.centerTextBounds
+

The center of the text bounds of the mesh, in world space. This value changes as a mesh reads out.

+

Final Text Bounds

+

finalTopLeftTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.finalTopLeftTextBounds
+

The top-left corner of the mesh's text bounds after it has finished reading out, in world space.

+

finalTopRightTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.finalTopRightTextBounds
+

The top-right corner of the mesh's text bounds after it has finished reading out, in world space.

+

finalBottomLeftTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.finalBottomLeftTextBounds
+

The bottom-left corner of the mesh's text bounds after it has finished reading out, in world space.

+

finalBottomRightTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.finalBottomRightTextBounds
+

The bottom-right corner of the mesh's text bounds after it has finished reading out, in world space.

+

finalCenterTextBounds

+
[READ ONLY] Vector3 SuperTextMesh.finalCenterTextBounds
+

The center of the text bounds of the mesh after it has finished reading out, in world space.

+

Unwrapped Bounds

+

unwrappedMaxX

+
[READ ONLY] float SuperTextMesh.unwrappedMaxX
+

Width of rendered text, ignoring autoWrap.

+

unwrappedMinY

+
[READ ONLY] float SuperTextMesh.unwrappedMinY
+

Height of rendered text, ignoring autoWrap & vertical limit.

+

Extra Stuff

+

debugMode

+
[EDITOR ONLY] bool SuperTextMesh.debugMode
+

If true, in the Unity editor, the Mesh Renderer and Mesh Filter components will become visible, along with any materials.

+

latestNumber

+
[READ ONLY] int SuperTextMesh.latestNumber
+

As the mesh is reading out, this will be the index of the last number read this frame. You can use SuperTextMesh.hyphenedText[latestNumber] to get the latest character drawn on any frame.

+

currentReadTime

+
[READ ONLY] float SuperTextMesh.currentReadTime
+

As the mesh reads out, this is the time elapsed reading. Use Rebuild(currentReadTime) to have a mesh rebuild from its current position!

+

totalReadTime

+
[READ ONLY] float SuperTextMesh.totalReadTime
+

The total amount of time it will take the mesh to read out text, including animations.

+

totalUnreadTime

+
[READ ONLY] float SuperTextMesh.totalUnreadTime
+

The total amount of time it will take the mesh to unread text, including animations.

+

leftoverText

+
[READ ONLY] string SuperTextMesh.leftoverText
+

If text is given a vertical limit and set to "Cut Off", "Auto Pause", or "Auto Pause Full" mode, all text that gets cut off will end up here as unformatted text, ready to be sent to another Super Text Mesh object. To avoid spaces at the start, you can set the text to be leftoverText.TrimStart().

+

linebreakFriendlyChars

+
[PRIVATE] char[] SuperTextMesh.linebreakFriendlyChars
+

An array of characters that a linebreak/hyphen will prefer to appear at when breaking up text at the autoWrap limit. By default, these characters are... Space, Tab, Linebreak, Hyphen, Soft Hyphen, Hair Space, and Zero Width Space.

+

canContinue

+
[READ ONLY] bool SuperTextMesh.canContinue
+

Returns true if Continue() will make Super Text Mesh read more text. It isn't really needed, since calling Continue() will return true if text has continued.

+

canUndoContinue

+
[READ ONLY] bool SuperTextMesh.canUndoContinue
+

Same as canContinue, but for UndoContinue().

+

pauseCount

+
[READ ONLY] int SuperTextMesh.pauseCount
+

Total amount of pauses Super Text Mesh will have before reaching the end of the string, both automatic and manual.

+

currentPauseCount

+
[READ ONLY] int SuperTextMesh.currentPauseCount
+

Total times Continue() has been called, essentially.

+

UnityEvents & Delegate Events

+
+

+Events from the sample scene. +
+

Unity Events call a list of component methods via the Unity Event System.

+

You can tell a function to be called when a certain event happens, by dragging in the GameObject & function in the Unity editor.

+

On Print Event ()

+

Invoked when a new letter is printed by STM. Can be used to tell a textbox to resize, among other uses.

+

On Rebuild Event ()

+

Invoked when Rebuild() is called. Good for custom events, like clearing generated particles or colliders.

+

On Complete Event ()

+

Invoked when a text mesh is finished writing out text.

+

On Undrawn Event ()

+

Invoked when a text mesh finishes its undrawing animation.

+

Custom Event (string, STMTextInfo)

+

Invoked with the event tag (<e=myString> / <e2=myString>). Passes an argument that has a string, and the STMTextInfo attached to the letter. The "e" tag makes an event happen for one character, and the "e2" tag repeats that event for every character until cancelled with "</e2>". The string is the "tag" written with the event. ("myString", in this case) STMTextInfo is an internal class used by Super Text mesh that contains all kinds of data about letters in a mesh like size & position. Here's some basics of the STMTextInfo class that you can use to reposition letters:

+ +

You can check out "TextMeshData.cs" to have a look at the complete code for this class!

+

Using the tag (<e=helloWorld>) mid-string could be used to invoke a function like this:

+ +void MyFunction(string myString, int letterIndex, Vector3 letterMiddle, Vector3 letterCorner){ +

    Debug.Log(myString); //prints "helloWorld"

+

    Debug.Log(letterIndex); //prints index of letter event was attached to

+

    Debug.Log(letterMiddle); //prints world position of letter

+

}
+

+

Check out "STMEventInterpreter" in the "Sample" folder, for an example of how to use this. The "TextMeshExample" scene has a few examples that use this, as well as common uses for it. Included samples show things like using STM as links and buttons, and spawning particle effects on certain letters. Check it out!

+

Vertex Mod (Vector3[], Vector3[], Vector3[])

+
+

+Vertex Mod in action. +
+

Not a typical event like the rest, this event is used to modify the vertices of an entire mesh. To use it, under the "Position" foldout enable "modify vertices" and the event dialogue will appear. The kind of event you'll want to call would be laid out like this:

+ +void ChangeVertices (Vector3[] verts, Vector3[] middles, Vector3[] positions) +

{

+

    for(int i = 0; i < allMeshVertices.Length / 4; i++)

+

{

+

        //change a letter's verts:

+

        verts[4 * i + 0] += Vector3.right;

+

        verts[4 * i + 1] += Vector3.right;

+

        verts[4 * i + 2] += Vector3.right;

+

        verts[4 * i + 3] += Vector3.right;

+

        //move all to the right

+

        Debug.Log(middles[i]); //middle of this letter

+

        Debug.Log(positions[i]); //position of this +letter
+    }

+

}
+

+

An included example script named "STMVertexMod" shows a few basic modifications you can do to a text mesh. (In the sample scene, look for an object named "CurvedTextSample" to see it in action)

+

Pre Parse (STMTextContainer)

+

Another non-typical event like the vertex mod. Pre-parsing can be used to manually parse text before it reaches SuperTextMesh's internal parser. This can be used for things such as...

+ + +public string addToStart = ""; +

public void Parse(STMTextContainer x)

+

{

+

 x.text = addToStart + x.text;

+

}
+

+

Make sure when adding a new event to select "Editor and Runtime" from the event dropdown so you can see changes made in-editor.

+

These events all have matching Delegate Events that are invoked at the same time. If you prefer to use delegate events, the names you can subscribe to are "OnPrintEvent", "OnRebuildEvent", "OnCompleteEvent", "OnUndrawnEvent", "OnCustomEvent", "OnVertexMod", and "OnPreParse". (Note the uppercase letters)

+
+

Shaders & Shadows

+

Changing Shaders & Included Shaders

+

You can drag a new shader onto the "text shader" area to change that. The included shaders all start with the prefix "STM" for easy searching.

+ +

As of v1.8.2, all these shaders have uber shader features! Each one has a culling mode toggle (Cull Back, Cull Front, Cull Off), An option to Render On Top (Set automatically for UI shaders), a Pixel Snap toggle, a toggle to render [SDF fonts](#SDF Fonts) properly, and for UI shaders, masking options!

+

Enabling Shadowcasting

+

To toggle Super Text Mesh's shadow casting, check out the "Shadow Casting Mode" dropdown under the "appearance" section!

+

Outlines and Dropshadows

+

To use outlines or drop shadows, drag the "Unlit Dropshadow", "Unlit Outline", or "Unlit DropshadowAndOutline" shaders from the "Shaders" folder into the "shader" varaible on Super Text Mesh. After this, an additional header labelled "Shader" will appear in the inspector. You can use this to set how the dropshadow and outline look!

+

SDF Fonts

+

To use "SDF Mode" on a shader properly, you will first have to convert an existing font to an SDF font, using an external SDF texture generator. I use SDF Toolkit Free by Catlike Coding, and this guide will involve how to set up an SDF font using this. Please consider getting the paid version to support Jasper, who let me write this up for you!

+ +

Now you have super-crisp SDF text in your game! Enjoy!

+

NOTE: You can also use SDF mode on normal fonts! They'll render sharp, but not as precisely as converted fonts when observed close-up. Give it a try!

+
+

Utilities

+

Curve Generator

+
+

+The "New" button in the curve dialogue. +
+

Within "Assets > Clavian > SuperTextMesh > Utility", you'll find a script named "STMCurveGenerator". This script is meant to generate curves that are pretty common for waves. To use it, drag it onto any Game Object in your project, then click on one of the curves to open up the curve editor. From there, you can click the gear in the bottom left to save the curve into Unity as a preset! Then you can use it again for other curve fields, like the ones on waves and jitters.

+

Change Sorting Order

+

In the Utility folder, there's a script names "STMChangeSortingOrder". Add the component to any object with a Super Text Mesh component on it, and you'll be able to change the sprite sorting order and the sprite sorting layer. It also works with any gameobject with a renderer.

+

Additional Helper Scripts

+

I sometimes upload other scripts that haven't made the final cut to STM just yet to my Pastebin! Look for the scripts that begin with "STM".

+

Support Packages for Other Assets

+

Fleece support!

+ +

There are additional tools that assist with setting up Super Text Mesh with other Unity assets that others have coded. Linking them here, but I cannot provide direct support for these. Compatibility is not guaranteed for these packages, and they might have to be updated for compatibility with newer versions of the connected assets.

+ +

Other assets that can be used in conjunction with Super Text Mesh, but weren't written specifically for it:

+ +

Here's an additional page where I keep track of this information!

+
+

FAQ

+
What fonts are supported?
+

.OTF and .TTF fonts are supported, as well as any font that uses Unity's Custom Font Class. SDF fonts are also supported, but must be converted first. To see if your font is supported before purchasing, see if it works with Unity's built-in text mesh!

+
What languages are supported?
+

This is actually the same as the above question! If your font has characters for the language you want, check to see if it works with Unity's built-in text mesh! Super Text Mesh will default back to Unity's default font, Arial, where most languages are supported if your font doesn't contain the appropriate characters.

+
How can I credit you in my game?
+

First of all, thanks! Here's how you can credit me:

+
+

ASSETS USED / TEXT PROGRAMMING & FX

+

Super Text Mesh by Kai Clavier

+
+

Or if you don't want to mention used assets:

+
+

ADDITIONAL PROGRAMMING

+

Text Programming & FX by Kai Clavier (kaiclavier.com)

+
+

Something along these lines should do it!

+
Should I buy Super Text Mesh on itch.io or the unity asset store?
+

Here's the pros of buying on each storefront:

+

Unity Asset Store

+ +

itch

+ +
I changed the material settings on one text mesh and others changed too! Help!
+

A Text Mesh's "Text Material" field represents a material that can be shared between multiple meshes. This is useful for situations like having a bunch of UI elements that you want to use the same outline settings, and then when you want to change the outline width, you'll only have to edit the material, not select every element. If you want your mesh to have a new material, you can create a new material with the "New" button right in the inspector!

+
How do I get the latest character drawn by Super Text Mesh?
+

Use superTextMesh.hyphenedText[superTextMesh.latestNumber]!

+
Text is just rendering the outline!
+

Is your project using URP/HDRP? The outline and dropshadow shaders currently rely on multiple passes to work, and this doesn't render with URP/HDRP... in-editor. If you build your game, text seems to render as expected. I'm planning to get outlines and dropshadows working naturally with URP/HDRP in the future, but for now... Here's a script I wrote that can emulate the outline effect STM does, if you attach it to an STM object.

+
Text is rendering just plain weird when I change the font or use a quad!!
+

Are you using Unity 2021? It's an experimental version of Unity, and it seems that mesh renderers with multiple materials on them render strangely with it. Text will use multiple materials if you change the font or use a quad, so if you were to avoid those effects it should work. Otherwise, all I can reccommend is avoiding Unity 2021 for the time being.

+

Notes

+ +

Known Bugs

+ +

Planned Features / To Do List:

+ +
+

ChangeLog

+
v1.0
+ +
v1.1
+ +
v1.1.1
+ +
v1.2:
+ +
v1.2.1
+ +
v1.2.2
+ +
v1.3
+ +
v1.3.1
+ +
v1.4
+ +
v1.4.1
+ +
v1.4.2
+ +
v1.4.3
+ +
v1.4.4
+ +
v1.4.5
+ +
v1.4.6
+ +
v1.4.7
+ +
v1.4.8
+ +
v1.4.9
+ +
v1.4.10
+ +
v1.4.11
+ +
v1.4.12
+ +
v1.4.13
+ +
v1.5
+ +
v1.5.1
+ +
v1.5.2
+ +
v1.6
+ +
v1.6.1
+ +
v1.6.2
+ +
v1.6.3
+ +
v1.7
+ +
v1.7.1
+ +
v1.8
+ +
v1.8.1
+ +
v1.8.2
+ +
v1.8.3
+ +
v1.8.4
+ +
v1.8.5
+ +
v1.8.6
+ +
v1.8.7
+ +
v1.8.8
+ +
v1.8.9
+ +
v1.8.10
+ +
v1.8.11
+ +
v1.8.12
+ +
v1.8.13
+ +
v1.8.14
+ +
v1.8.15
+ +
v1.8.16
+ +
v1.8.17
+ +
v1.8.18
+ +
v1.9
+ +
v1.9.1
+ +
v1.9.2
+ +
v1.10.0
+ +
v1.10.1
+ +
v1.10.2
+ +
v1.10.3
+ +
v1.11
+ +
v1.11.1
+ +
v1.11.2
+ +
v1.11.3
+ +
v1.11.4
+ +
v1.11.5
+ +
v1.12.0
+ +
v1.12.1
+ +
v1.12.2
+ +
v1.12.3
+ +

Update Warnings

+
v1.3 to v1.4+:
+ +
v1.4 to v1.5+:
+ +
v1.5 to v1.6+:
+ +
v1.6 to v1.7+:
+ +
v1.7 to v1.8+
+ +
v1.8 to v1.9+
+ +
v1.9 to v1.10+
+ +
v1.10 to v1.11
+ +
+

Credits

+

Coding and design by Kai Clavier (@KaiClavier)
+Extra CSS help by Tak (@takorii)
+
+

+
+
+ + + + \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.html.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.html.meta new file mode 100644 index 00000000..7d36e9e8 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.html.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 661585c93566a44448a1ed2a1e724710 +timeCreated: 1469252726 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.md b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.md new file mode 100644 index 00000000..c27205d3 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.md @@ -0,0 +1,2294 @@ +
+
+	Super Text Mesh Documentation
+	
+
+
+
+
+
+
+
+ +- [Features](#features) +- [Adding Super Text Mesh to Unity](#adding-super-text-mesh-to-unity) + - [Importing Super Text Mesh into Unity](#importing-super-text-mesh-into-unity) + - [Imported folders and what they do](#imported-folders-and-what-they-do) + - [Adding Super Text Mesh to a Scene](#adding-super-text-mesh-to-a-scene) +- [Text Data File & Rich Text Tags](#text-data-file--rich-text-tags) + - [Text Data](#text-data) + - [Text Data Customization](#text-data-customization) + - [Effects](#effects) + - [Waves](#waves) + - [[```` / ````]](#w--wname) + - [Jitters](#jitters) + - [[```` / ````]](#j--jname) + - [Draw Animations](#draw-animations) + - [[````]](#drawanimname) + - [Text Color](#text-color) + - [Colors](#colors) + - [[```` / ````]](#c--cname) + - [Gradients](#gradients) + - [[```` / ````]](#c--cname-1) + - [Textures](#textures) + - [[```` / ````]](#c--cname-2) + - [Inline](#inline) + - [Delays](#delays) + - [[```` / ````]](#d--dname) + - [Voices](#voices) + - [[```` / ````]](#v--vname) + - [Fonts](#fonts) + - [[```` / ````]](#f--fname) + - [Audio Clips](#audio-clips) + - [[````]](#audioclipsname) + - [Sound Clips](#sound-clips) + - [[````]](#clipsname) + - [Quads](#quads) + - [[```` / ```` / ````]](#qname--qnameindex--qnamexposypos) + - [Materials](#materials) + - [[````]](#mname) + - [Automatic](#automatic) + - [Auto Delays](#auto-delays) + - [Auto Clips](#auto-clips) + - [Master](#master) + - [Disable Animated Text](#disable-animated-text) + - [Default Font](#default-font) + - [Bounds Color](#bounds-color) + - [Text Bounds Color](#text-bounds-color) + - [Bounds Color](#bounds-color-1) + - [Superscript Offset](#superscript-offset) + - [Superscript Size](#superscript-size) + - [Subscript Offset](#subscript-offset) + - [Subscript Size](#subscript-size) + - [Rich Text Tags](#rich-text-tags) +- [Methods, Parameters & Events](#methods-parameters--events) + - [Public Methods](#public-methods) + - [Rebuild](#rebuild) + - [void SuperTextMesh.Rebuild()](#void-supertextmeshrebuild) + - [void SuperTextMesh.Rebuild(bool readAutomatically)](#void-supertextmeshrebuildbool-readautomatically) + - [RebuildAll](#rebuildall) + - [[STATIC] void SuperTextMesh.RebuildAll()](#static-void-supertextmeshrebuildall) + - [Read](#read) + - [void SuperTextMesh.Read()](#void-supertextmeshread) + - [void SuperTextMesh.Read(float startTime)](#void-supertextmeshreadfloat-starttime) + - [SpeedRead](#speedread) + - [void SuperTextMesh.SpeedRead()](#void-supertextmeshspeedread) + - [RegularRead](#regularread) + - [void SuperTextMesh.RegularRead()](#void-supertextmeshregularread) + - [SkipToEnd](#skiptoend) + - [void SuperTextMesh.SkipToEnd()](#void-supertextmeshskiptoend) + - [Append](#append) + - [void SuperTextMesh.Append(string)](#void-supertextmeshappendstring) + - [UnRead](#unread) + - [void SuperTextMesh.UnRead()](#void-supertextmeshunread) + - [Continue](#continue) + - [bool SuperTextMesh.Continue()](#bool-supertextmeshcontinue) + - [UndoContinue()](#undocontinue) + - [bool SuperTextMesh.Continue()](#bool-supertextmeshcontinue-1) + - [Public Properties](#public-properties) + - [Text](#text) + - [text](#text-1) + - [string SuperTextMesh.text](#string-supertextmeshtext) + - [_text](#_text) + - [string SuperTextMesh._text](#string-supertextmesh_text) + - [drawText](#drawtext) + - [[READ ONLY] string SuperTextMesh.drawText](#read-only-string-supertextmeshdrawtext) + - [hyphenedText](#hyphenedtext) + - [[READ ONLY] string SuperTextMesh.hyphenedText](#read-only-string-supertextmeshhyphenedtext) + - [reading](#reading) + - [[READ ONLY] bool SuperTextMesh.reading](#read-only-bool-supertextmeshreading) + - [unreading](#unreading) + - [[READ ONLY] bool SuperTextMesh.unreading](#read-only-bool-supertextmeshunreading) + - [Appearance](#appearance) + - [font](#font) + - [Font SuperTextMesh.font](#font-supertextmeshfont) + - [color](#color) + - [Color SuperTextMesh.color](#color-supertextmeshcolor) + - [size](#size) + - [float SuperTextMesh.size](#float-supertextmeshsize) + - [bestFit](#bestfit) + - [SuperTextMesh.BestFitMode SuperTextMesh.bestFit](#supertextmeshbestfitmode-supertextmeshbestfit) + - [style](#style) + - [FontStyle SuperTextMesh.style](#fontstyle-supertextmeshstyle) + - [richText](#richtext) + - [bool SuperTextMesh.richText](#bool-supertextmeshrichtext) + - [quality](#quality) + - [int SuperTextMesh.quality](#int-supertextmeshquality) + - [filterMode](#filtermode) + - [FilterMode SuperTextMesh.filterMode](#filtermode-supertextmeshfiltermode) + - [maskMode](#maskmode) + - [SuperTextMesh.MaskMode SuperTextMesh.maskMode](#supertextmeshmaskmode-supertextmeshmaskmode) + - [textMaterial](#textmaterial) + - [Material SuperTextMesh.textMaterial](#material-supertextmeshtextmaterial) + - [Position](#position) + - [baseOffset](#baseoffset) + - [Vector3 SuperTextMesh.baseOffset](#vector3-supertextmeshbaseoffset) + - [relativeBaseOffset](#relativebaseoffset) + - [bool SuperTextMesh.relativeBaseOffset](#bool-supertextmeshrelativebaseoffset) + - [anchor](#anchor) + - [TextAnchor SuperTextMesh.anchor](#textanchor-supertextmeshanchor) + - [alignment](#alignment) + - [SuperTextMesh.Alignment SuperTextMesh.alignment](#supertextmeshalignment-supertextmeshalignment) + - [lineSpacing](#linespacing) + - [float SuperTextMesh.lineSpacing](#float-supertextmeshlinespacing) + - [characterSpacing](#characterspacing) + - [float SuperTextMesh.characterSpacing](#float-supertextmeshcharacterspacing) + - [tabSize](#tabsize) + - [float SuperTextMesh.tabSize](#float-supertextmeshtabsize) + - [autoWrap](#autowrap) + - [float SuperTextMesh.autoWrap](#float-supertextmeshautowrap) + - [uiWrap](#uiwrap) + - [bool SuperTextMesh.uiWrap](#bool-supertextmeshuiwrap) + - [breakText](#breaktext) + - [bool SuperTextMesh.breakText](#bool-supertextmeshbreaktext) + - [insertHyphens](#inserthyphens) + - [bool SuperTextMesh.insertHyphens](#bool-supertextmeshinserthyphens) + - [verticalLimit](#verticallimit) + - [int SuperTextMesh.verticalLimit](#int-supertextmeshverticallimit) + - [uiLimit](#uilimit) + - [bool SuperTextMesh.uiLimit](#bool-supertextmeshuilimit) + - [verticalLimitMode](#verticallimitmode) + - [SuperTextMesh.verticalLimitMode](#supertextmeshverticallimitmode) + - [lineHeights](#lineheights) + - [[READ ONLY] List SuperTextMesh.lineHeights](#read-only-listfloat-supertextmeshlineheights) + - [Timing](#timing) + - [ignoreTimeScale](#ignoretimescale) + - [bool SuperTextMesh.ignoreTimeScale](#bool-supertextmeshignoretimescale) + - [disableAnimatedText](#disableanimatedtext) + - [bool SuperTextMesh.disableAnimatedText](#bool-supertextmeshdisableanimatedtext) + - [forceAnimation](#forceanimation) + - [bool SuperTextMesh.forceAnimation](#bool-supertextmeshforceanimation) + - [autoRead](#autoread) + - [bool SuperTextMesh.autoRead](#bool-supertextmeshautoread) + - [rememberReadPosition](#rememberreadposition) + - [bool SuperTextMesh.rememberReadPosition](#bool-supertextmeshrememberreadposition) + - [readDelay](#readdelay) + - [float SuperTextMesh.readDelay](#float-supertextmeshreaddelay) + - [drawOrder](#draworder) + - [SuperTextMesh.DrawOrder drawOrder](#supertextmeshdraworder-draworder) + - [drawAnimName](#drawanimname-1) + - [string SuperTextMesh.drawAnimName](#string-supertextmeshdrawanimname) + - [Functionality](#functionality) + - [speedReadScale](#speedreadscale) + - [float SuperTextMesh.speedReadScale](#float-supertextmeshspeedreadscale) + - [unreadDelay](#unreaddelay) + - [float SuperTextMesh.unreadDelay](#float-supertextmeshunreaddelay) + - [undrawOrder](#undraworder) + - [SuperTextMesh.DrawOrder undrawOrder](#supertextmeshdraworder-undraworder) + - [undrawAnimName](#undrawanimname) + - [string SuperTextMesh.undrawAnimName](#string-supertextmeshundrawanimname) + - [Audio](#audio) + - [audioSource](#audiosource) + - [AudioSource SuperTextMesh.audioSource](#audiosource-supertextmeshaudiosource) + - [audioClips](#audioclips) + - [AudioClip[] SuperTextMesh.audioClips](#audioclip-supertextmeshaudioclips) + - [stopPreviousSound](#stopprevioussound) + - [bool SuperTextMesh.stopPreviousSound](#bool-supertextmeshstopprevioussound) + - [pitchMode](#pitchmode) + - [SuperTextMesh.pitchMode](#supertextmeshpitchmode) + - [overridePitch](#overridepitch) + - [float SuperTextMesh.overridePitch [Range(0f,3f)]](#float-supertextmeshoverridepitch-range0f3f) + - [minPitch](#minpitch) + - [float SuperTextMesh.minPitch [Range(0f,3f)]](#float-supertextmeshminpitch-range0f3f) + - [maxPitch](#maxpitch) + - [float SuperTextMesh.maxPitch [Range(0f,3f)]](#float-supertextmeshmaxpitch-range0f3f) + - [perlinPitchMulti](#perlinpitchmulti) + - [float SuperTextMesh.perlinPitchMulti](#float-supertextmeshperlinpitchmulti) + - [speedReadPitch](#speedreadpitch) + - [float SuperTextMesh.speedReadPitch](#float-supertextmeshspeedreadpitch) + - [Bounds Variables](#bounds-variables) + - [Raw Bounds](#raw-bounds) + - [rawTopLeftBounds](#rawtopleftbounds) + - [[READ ONLY] Vector3 SuperTextMesh.rawTopLeftBounds](#read-only-vector3-supertextmeshrawtopleftbounds) + - [rawBottomRightBounds](#rawbottomrightbounds) + - [[READ ONLY] Vector3 SuperTextMesh.rawBottomRightBounds](#read-only-vector3-supertextmeshrawbottomrightbounds) + - [rawBottomRightTextBounds](#rawbottomrighttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.rawBottomRightTextBounds](#read-only-vector3-supertextmeshrawbottomrighttextbounds) + - [Defined Bounds](#defined-bounds) + - [topLeftBounds](#topleftbounds) + - [[READ ONLY] Vector3 SuperTextMesh.topLeftBounds](#read-only-vector3-supertextmeshtopleftbounds) + - [topRightBounds](#toprightbounds) + - [[READ ONLY] Vector3 SuperTextMesh.topRightBounds](#read-only-vector3-supertextmeshtoprightbounds) + - [bottomLeftBounds](#bottomleftbounds) + - [[READ ONLY] Vector3 SuperTextMesh.bottomLeftBounds](#read-only-vector3-supertextmeshbottomleftbounds) + - [bottomRightBounds](#bottomrightbounds) + - [[READ ONLY] Vector3 SuperTextMesh.bottomRightBounds](#read-only-vector3-supertextmeshbottomrightbounds) + - [centerBounds](#centerbounds) + - [[READ ONLY] Vector3 SuperTextMesh.centerBounds](#read-only-vector3-supertextmeshcenterbounds) + - [Text Bounds](#text-bounds) + - [topLeftTextBounds](#toplefttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.topLeftTextBounds](#read-only-vector3-supertextmeshtoplefttextbounds) + - [topRightTextBounds](#toprighttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.topRightTextBounds](#read-only-vector3-supertextmeshtoprighttextbounds) + - [bottomLeftTextBounds](#bottomlefttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.bottomLeftTextBounds](#read-only-vector3-supertextmeshbottomlefttextbounds) + - [bottomRightTextBounds](#bottomrighttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.bottomRightTextBounds](#read-only-vector3-supertextmeshbottomrighttextbounds) + - [centerTextBounds](#centertextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.centerTextBounds](#read-only-vector3-supertextmeshcentertextbounds) + - [Final Text Bounds](#final-text-bounds) + - [finalTopLeftTextBounds](#finaltoplefttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.finalTopLeftTextBounds](#read-only-vector3-supertextmeshfinaltoplefttextbounds) + - [finalTopRightTextBounds](#finaltoprighttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.finalTopRightTextBounds](#read-only-vector3-supertextmeshfinaltoprighttextbounds) + - [finalBottomLeftTextBounds](#finalbottomlefttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.finalBottomLeftTextBounds](#read-only-vector3-supertextmeshfinalbottomlefttextbounds) + - [finalBottomRightTextBounds](#finalbottomrighttextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.finalBottomRightTextBounds](#read-only-vector3-supertextmeshfinalbottomrighttextbounds) + - [finalCenterTextBounds](#finalcentertextbounds) + - [[READ ONLY] Vector3 SuperTextMesh.finalCenterTextBounds](#read-only-vector3-supertextmeshfinalcentertextbounds) + - [Unwrapped Bounds](#unwrapped-bounds) + - [unwrappedMaxX](#unwrappedmaxx) + - [[READ ONLY] float SuperTextMesh.unwrappedMaxX](#read-only-float-supertextmeshunwrappedmaxx) + - [unwrappedMinY](#unwrappedminy) + - [[READ ONLY] float SuperTextMesh.unwrappedMinY](#read-only-float-supertextmeshunwrappedminy) + - [Extra Stuff](#extra-stuff) + - [debugMode](#debugmode) + - [[EDITOR ONLY] bool SuperTextMesh.debugMode](#editor-only-bool-supertextmeshdebugmode) + - [latestNumber](#latestnumber) + - [[READ ONLY] int SuperTextMesh.latestNumber](#read-only-int-supertextmeshlatestnumber) + - [currentReadTime](#currentreadtime) + - [[READ ONLY] float SuperTextMesh.currentReadTime](#read-only-float-supertextmeshcurrentreadtime) + - [totalReadTime](#totalreadtime) + - [[READ ONLY] float SuperTextMesh.totalReadTime](#read-only-float-supertextmeshtotalreadtime) + - [totalUnreadTime](#totalunreadtime) + - [[READ ONLY] float SuperTextMesh.totalUnreadTime](#read-only-float-supertextmeshtotalunreadtime) + - [leftoverText](#leftovertext) + - [[READ ONLY] string SuperTextMesh.leftoverText](#read-only-string-supertextmeshleftovertext) + - [linebreakFriendlyChars](#linebreakfriendlychars) + - [[PRIVATE] char[] SuperTextMesh.linebreakFriendlyChars](#private-char-supertextmeshlinebreakfriendlychars) + - [canContinue](#cancontinue) + - [[READ ONLY] bool SuperTextMesh.canContinue](#read-only-bool-supertextmeshcancontinue) + - [canUndoContinue](#canundocontinue) + - [[READ ONLY] bool SuperTextMesh.canUndoContinue](#read-only-bool-supertextmeshcanundocontinue) + - [pauseCount](#pausecount) + - [[READ ONLY] int SuperTextMesh.pauseCount](#read-only-int-supertextmeshpausecount) + - [currentPauseCount](#currentpausecount) + - [[READ ONLY] int SuperTextMesh.currentPauseCount](#read-only-int-supertextmeshcurrentpausecount) + - [UnityEvents & Delegate Events](#unityevents--delegate-events) + - [On Print Event ()](#on-print-event-) + - [On Rebuild Event ()](#on-rebuild-event-) + - [On Complete Event ()](#on-complete-event-) + - [On Undrawn Event ()](#on-undrawn-event-) + - [Custom Event (string, STMTextInfo)](#custom-event-string-stmtextinfo) + - [Vertex Mod (Vector3[], Vector3[], Vector3[])](#vertex-mod-vector3-vector3-vector3) + - [Pre Parse (STMTextContainer)](#pre-parse-stmtextcontainer) +- [Shaders & Shadows](#shaders--shadows) + - [Changing Shaders & Included Shaders](#changing-shaders--included-shaders) + - [Enabling Shadowcasting](#enabling-shadowcasting) + - [Outlines and Dropshadows](#outlines-and-dropshadows) + - [SDF Fonts](#sdf-fonts) +- [Utilities](#utilities) + - [Curve Generator](#curve-generator) + - [Change Sorting Order](#change-sorting-order) + - [Additional Helper Scripts](#additional-helper-scripts) + - [Support Packages for Other Assets](#support-packages-for-other-assets) + - [FAQ](#faq) + - [What fonts are supported?](#what-fonts-are-supported) + - [What languages are supported?](#what-languages-are-supported) + - [How can I credit you in my game?](#how-can-i-credit-you-in-my-game) + - [Should I buy Super Text Mesh on itch.io or the unity asset store?](#should-i-buy-super-text-mesh-on-itchio-or-the-unity-asset-store) + - [I changed the material settings on one text mesh and others changed too! Help!](#i-changed-the-material-settings-on-one-text-mesh-and-others-changed-too-help) + - [How do I get the latest character drawn by Super Text Mesh?](#how-do-i-get-the-latest-character-drawn-by-super-text-mesh) + - [Text is just rendering the outline!](#text-is-just-rendering-the-outline) + - [Text is rendering just plain weird when I change the font or use a quad!!](#text-is-rendering-just-plain-weird-when-i-change-the-font-or-use-a-quad) + - [Notes](#notes) + - [Known Bugs](#known-bugs) + - [Planned Features / To Do List:](#planned-features--to-do-list) +- [ChangeLog](#changelog) + - [v1.0](#v10) + - [v1.1](#v11) + - [v1.1.1](#v111) + - [v1.2:](#v12) + - [v1.2.1](#v121) + - [v1.2.2](#v122) + - [v1.3](#v13) + - [v1.3.1](#v131) + - [v1.4](#v14) + - [v1.4.1](#v141) + - [v1.4.2](#v142) + - [v1.4.3](#v143) + - [v1.4.4](#v144) + - [v1.4.5](#v145) + - [v1.4.6](#v146) + - [v1.4.7](#v147) + - [v1.4.8](#v148) + - [v1.4.9](#v149) + - [v1.4.10](#v1410) + - [v1.4.11](#v1411) + - [v1.4.12](#v1412) + - [v1.4.13](#v1413) + - [v1.5](#v15) + - [v1.5.1](#v151) + - [v1.5.2](#v152) + - [v1.6](#v16) + - [v1.6.1](#v161) + - [v1.6.2](#v162) + - [v1.6.3](#v163) + - [v1.7](#v17) + - [v1.7.1](#v171) + - [v1.8](#v18) + - [v1.8.1](#v181) + - [v1.8.2](#v182) + - [v1.8.3](#v183) + - [v1.8.4](#v184) + - [v1.8.5](#v185) + - [v1.8.6](#v186) + - [v1.8.7](#v187) + - [v1.8.8](#v188) + - [v1.8.9](#v189) + - [v1.8.10](#v1810) + - [v1.8.11](#v1811) + - [v1.8.12](#v1812) + - [v1.8.13](#v1813) + - [v1.8.14](#v1814) + - [v1.8.15](#v1815) + - [v1.8.16](#v1816) + - [v1.8.17](#v1817) + - [v1.8.18](#v1818) + - [v1.9](#v19) + - [v1.9.1](#v191) + - [v1.9.2](#v192) + - [v1.10.0](#v1100) + - [v1.10.1](#v1101) + - [v1.10.2](#v1102) + - [v1.10.3](#v1103) + - [v1.11](#v111-1) + - [v1.11.1](#v1111) + - [v1.11.2](#v1112) + - [v1.11.3](#v1113) + - [v1.11.4](#v1114) + - [v1.11.5](#v1115) + - [v1.12.0](#v1120) + - [v1.12.1](#v1121) + - [v1.12.2](#v1122) + - [v1.12.3](#v1123) +- [Update Warnings](#update-warnings) + - [v1.3 to v1.4+:](#v13-to-v14) + - [v1.4 to v1.5+:](#v14-to-v15) + - [v1.5 to v1.6+:](#v15-to-v16) + - [v1.6 to v1.7+:](#v16-to-v17) + - [v1.7 to v1.8+](#v17-to-v18) + - [v1.8 to v1.9+](#v18-to-v19) + - [v1.9 to v1.10+](#v19-to-v110) + - [v1.10 to v1.11](#v110-to-v111) +- [Credits](#credits) +
+ +*** + +# Features +* Super Text Mesh is a text-rendering asset for Unity, with similar implementation to Unity's default text mesh. Its primary focus is accessibility towards developers and players, and is made to work easily with in-game dialogue. +* Size and quality (font point size) are independent of each other. You can adjust the quality of a character without changing its size in-editor. This makes it much easier to get text to be the right size while looking sharp. +* Animated text effects! Text can move in completely customizable wave and jitter patterns! +* A universal switch to disable animated text effects, for adding easy accessibility to games. +* Text color can be set from a hex code, or from a definable preset. +* Moving gradients and textures can also be used as a text color! +* Lots of customization, kept simple. All customizations are kept files shared across all text meshes in your project. You can toss these settings to friends, back them up with source control, and save them for later projects. +* Text wrap is shown with a visible bounding box. +* Built for dialogue! There are several ways to tweak sound effects, writing animations, and more. You can even expand on this with custom events! +* Animated inline images (quads). +* Outlines and Drop Shadows. +* Signed distance field (SDF) support! +* Best fit text options! +* Works great with mobile platforms! Featured in game releases on PS4, Xbox One, and Nintendo Switch too! +* Works with Unity UI! +* Surprisingly fast support, or so I've been told. + +*** + +# Adding Super Text Mesh to Unity + +## Importing Super Text Mesh into Unity + +
+

+Recommended minimum install. +
+ +To import Super Text Mesh into your project, either drag in the .unitypackage file, or get it from the asset store window. + +### Imported folders and what they do + +* __"DefaultMedia"__ contains media that's referenced by the TextData assets in the resources folder. If you don't import it it'll break some of the default settings, but it's not required. +* __"Documentation"__ contains these docs! You don't need to import them, but you probably should! +* __"Materials"__ is a spot to put user-made materials for Super Text Mesh. Not neccesary, but it'll help keep things organized. If you create a new material using the "new" button next to material settings in Super Text Mesh, your new material will automatically end up here. +* __"Prefabs"__ contains prefabs to be instantiated by Super Text Mesh, if you add it to a scene through the "GameObject" menu. If you only plan to add Super Text Mesh to a scene as a component, you don't need this folder. +* __"Resources"__ contains the "TextData" file and other assets referenced directly by Super Text Mesh's script. All folders and assets directly inside are required, but everything inside those folders is not, as those are just default settings. +* __"Sample"__ has resources for the example scene, and default media used by TextData. If you don't need to see the example scene, you don't need this folder. +* __"Scripts"__ contains the actual code for Super Text Mesh and its icons. Required. +* __"Shaders"__ contains different default shaders for Super Text Mesh. All the .cginc files should be imported. The "Unlit" shader is required as well as the "UI" one, as they're default and an error will be returned if this shader can't be found. The rest don't have to be imported. +* __"Utility"__ contains a script that generates AnimationCurves that you can save, and then load into curve fields. Also contains a script that lets you change the sorting order of STM or any object with a renderer. Not required. + +Additional support packages are listed under [Support Packages for Other Assets](#Support Packages for Other Assets). + +The outline shaders take a long time to compile, so don't import them if you're in a hurry or don't want to use them. + +## Adding Super Text Mesh to a Scene + +
+

+Adding as a new Game Object. +
+ +To add it as a new GameObject, you can also go "GameObject > 3D Object > Super 3D Text", to create a new Text Mesh object. This option may require a reset of Unity to appear, initially. +"GameObject > UI > Super Text" is the path for adding a new UI Text object. Please do not add Super Text Mesh to your game by dragging in the prefabs from the "prefabs" folder. Those only exist so adding it from the GameObject menu can work! + +To add Super Text Mesh to an existing object in your project, you can select "Add Component" on an existing GameObject and find it under "Mesh > Super Text Mesh". Even when adding it as a UI element, you can add it this way, as long as the object you're adding it to is already the child of a canvas (if it has a RectTransform). + +*** + +# Text Data File & Rich Text Tags + +## Text Data + +
+

+The inspector window. +
+ +In "Assets > Clavian > SuperTextMesh > Resources", you'll find a set of files used to change the presets of all text meshes in your project. You can edit these directly here, or click on the "[T]" icon in any Super Text Mesh's inspector to edit them with a custom inspector! + +This file allows customization of effects called by Super Text Mesh's rich text tags. For example, you can define a color named "1" to be called with the tag ````, or a text delay to be called using ```` so you wouldn't have to type the same number over and over to call the same effect. + +## Text Data Customization +Lots of Super Text Mesh's settings can be changed mid-strin`g with tags such as ```` to change text to be red, or ```` to insert a delay that would be equal to 10 characters being read out. Most tags can be customized in a group of assets referred to as "TextData". + +All TextData files can be found within "Assets > Clavian > SuperTextMesh > Resources" and can be edited there, or by clicking the [T] icon within a Super Text Mesh component. The name of the file will determine what tag it uses (eg. A color named "Teal" would be called with ````). + +When editing in the Super Text Mesh inspector, each TextData file has a header with a button to ping the asset in the project folder, a button to delete it, and a bar where the name can be edited. At the bottom of each group is a button to create a new asset, and at the very bottom of the inspector is a button to refresh the database, incase you make assets outside of the inspector. + +Waves, Jitters, and Delays all have customizable default settings. When you go to edit them, you'll notice a setting named "default". This will be the setting called by the basic version of this tag. (````, ````, ````.) These can be changed to whatever settings you want. +In other words, using the ```` tag would be the same as calling ````. + +For autodelays and autoclips, you might want to have a delay or a clip inserted for a character that can't be saved in a file name, such as "?", "!", ".", etc. For these, use the written-out name of these characters instead: +"space", "tab", "line break", "exclamation point", "question mark", "semicolon", "colon", "tilde", "period", "comma", "number sign", "percent", "ampersand", "asterix", "backslash", "forwardslash", "openbrace", "closebrace" + +You can also reference quads this way! If you have a quad named "cross", then when you type ```` into a mesh, it'll react to autodelays, autoclips, and sound clips named "cross". + +Other aspects of Super Text Mesh, like draw animations, automatic voice clips, and master switches are also controlled with these text data files. + +### Effects + +#### Waves +##### [```` / ````] +
+

+Editing a wave. +
+ +* __"Animate From Time Drawn"__ makes it so the animation of this wave is based on when a letter gets read by a text mesh. Using this, you can have waves that "cool down" over time by making their curves not loop, for example. +* __"Multi Over Time"__ will change the wave's overall strength over time, similar to the "Distance Over Time" parameter in Jitters. It should be left as a horizontal line with a value of 1 to go unused. +* __"Position Control"__ determines whether positional data is used or not. +* __"Position"__ sets the positions for this wave. + "Curve X/Y/Z" is how the wave will move on the X/Y/Z axises. + "Phase" is a value from 0 to 1, representing the point on the curve where the animation starts. + * __"Speed"__ is how fast the wave will play, multiplied by Time.time. + * __"Strength"__ is how far the wave will move letters away from their centers. + * __"Density"__ is how tight/loose the wave will be. + All 3 of these aspects can be controlled individually on all 3 axises, and can also be negative. +* __"Rotation Control"__ determines whether rotational data is used or not. +* __"Rotation"__ sets the rotations for this wave. + Fields here are similar to "position" except for... + * __"Pivot"__ determines the pivot point for this rotation. The x value is based on individual letter width, and the y value is based on individual letter size. +* __"Scale Control"__ determines whether scale data is used or not. +* __"Scale"__ sets the scales for this wave. + Fields under scale are similar to the ones under "position" and "rotation"! +* __"Individual Vertex Control"__ determines if the four below values are active or not. +* __"Top Left/Top Right/Bottom Left/Bottom Right"__ are all similar to "Position", but they let you assign a wave to each corner of a letter's mesh. You can do some pretty crazy effects with this, such as the "seasick" wave example. + +#### Jitters +##### [```` / ````] +* __"Amount"__ is the max distance that letters will jitter. +* __"Perlin"__ decides if the jitter will use perlin noise or not. +* __"Perlin Time Multiplier"__ decides the speed of the jitter, if perlin mode is on. +* __"Distance"__ can be used to change how far out the jitter will go on average. A linear curve is the default. +* __"Distance Over Time"__ will be how far the jitter will reach, after being drawn. It should just be a horizontal line, if you want it to be permenant. +* __"Distance Over Time Scale"__ is a multipler of the above curve. + +#### Draw Animations +##### [````] +The initial draw animation of a mesh is defined in the inspector, but can be changed mid-string with tags. Draw animations are also used in reverse for undrawing animations. They are referenced with case-sensitive strings. +* __"Anim Time"__ is how long the animation will last. +* __"Anim Curve"__ is the curve the animation will take. +* __"Start Scale"__ is a multiple of the size of a letter, from its center. When it starts drawing out, the letter will be at this scale. ((1,1,1) means it won't change in scale, (0,0,0) means it will start invisible) +* __"Start Offset"__ is, relative from the center of a letter, where it will be at the start of the draw animation. For instance, (-1,0,0) would start the letter a bit to the left. +* __"Fade Time"__ is how long the letter will take to fade in. If set to 0, it'll just appear. +* __"Fade Curve"__ is the curve the fade will take. +* __"Start Color"__ is the initial color of the mesh. Should be left at (0,0,0,0) if you dont want to do something like the default "Fill" animation. + +### Text Color +#### Colors +##### [```` / ````] +Define colours by name to be called by the ```` tag. + +#### Gradients +##### [```` / ````] +Define a gradient to be called by the ```` tag. +* __"Gradient"__ is defined using Unity's gradient editor. +* __"Gradient Spread"__ is how far the gradient stretches over the text mesh. +* __"Scroll Speed"__ is how fast the gradient moves. Can be set to 0 to not animate, or negative to scroll in reverse. If set to 0, this skips redrawing the mesh every frame. +* __"Direction"__ is the gradient's direction. Horizontal and Vertical are the only options. +* __"Smooth Gradient"__, if unchecked will make it so only one color will be present on each letter. All four vertices on a letter will have the same color set for them. + +#### Textures +##### [```` / ````] +Define a texture to color text with. Also called with the ```` tag. +* __"Texture"__ is the texture to be used. Make SURE the texture you use is set to "Repeat", not "Clamp"!! +* __"Relative to Letter"__ determines if the texture will be relative to each individual letter, or not. +* __"Scale with Text"__ makes it so your texture's size stays locked to the text's size, or not. +* __"Tiling"__ is how big the texture will be, mapped to the text. +* __"Offset"__ is an additional offset for the texture. +* __"Scroll Speed"__ is how fast the texture will move. Can be set to 0 to be static. (This will skip redrawing the mesh every frame) + +### Inline +#### Delays +##### [```` / ````] +Delays can be defined here, to be called back quickly using tags instead of numbers. + +#### Voices +##### [```` / ````] +Define longer strings that can be inserted with shorter ones, called by ````. Good for setting multiple things at once, and defining different settings for characters. The usage is similar to text macros. + +#### Fonts +##### [```` / ````] +You can define a font to be called with the ```` tag, here. + +#### Audio Clips +##### [````] +Changes the set of audio clips to be used. + +#### Sound Clips +##### [````] +Adds a set of auto clips to be used. For adding auto clips mid-string. + +#### Quads +##### [```` / ```` / ````] + +
+

+How quad columns work. +
+Used to define quads, inline images that can be used in a similar fasion to emoji. +When writing out the tags for quads, you can override the index or get a quad at a specific point in your texture if you don't want to define multiple quads in the inspector! + +* __"Texture"__ The texture used by this quad. +* __"Silhouette"__ determines whether the quad will respect font color or not. If set to true, it will respond to color like any other character in a font, but if false it will display its colors true to the texture. +* __"Filter Mode"__ changes the filter mode of the texture. +* __"Columns"__ determines how many subdivisions exist in the texture sheet, vertically. +* __"Rows"__ determines how many subdivisions exist in the texture sheet, horizontally. +* __"Icon Index"__ If the column count or row count is greater than one, this will determine which area of the texture will be used for this quad. The diagram demonstrates how this works with a default textures. +* __"Anim Delay"__ is used for animated quads. This value determines the delay between frames. If set to 0, it doesn't animate. +* __"Frames"__ this integer array is used instead of Icon Index for an animating quad. It determines which indexes are used, in what order. +* __"Size"__ controls how much space the quad takes up, relative to the current font size. +* __"Offset"__ moved around the entire quad without effecting text spacing, usually for making centering corrections. +* __"Advance"__ adds extra space between this character and the next one. + +#### Materials +##### [````] +Defines materials to switch to mid-string. + +### Automatic +#### Auto Delays +Automatic delays that happen after specific characters can be defined, here. They only occur if the following character in a string is a space, tab or line break. +* __"Character"__ is the character this delay will be looking for. +* __"Count"__ is the delay amount, which is a multiple of a text mesh's reading speed. (A count of 2 on a Text Mesh where delay is set to 0.1 will result in a delay of 0.2 seconds.) + +An auto delay will be inserted _after_ its character is read out. + +#### Auto Clips +Certain audio clips can be defined to play for specific characters, here. +If "Clip" is undefined, a sound will NOT be played for this character. This is good for spaces, line breaks, and tabs, all of which are defined for this by default. +This feature could also be used to set up a typewriter, so you can have it make the distinctive "ding" sound, every time a line break is read out. +* __"Ignore Case"__ tells Super Text Mesh to not care about the character's case. ("M" and "m" will be treated the same) + +### Master +#### Disable Animated Text +For accessibility, you can use this bool to easily enable/disable ALL animated text effects in your game. To call it with code, you can use "``SuperTextMesh.data.disableAnimatedText``". + +#### Default Font +This will be the font STM will fallback to. By default, this value is Arial, Unity's built-in font. It's only suggested to change this if you are having issues with Arial as a fallback, since the default font will be used if a character doesn't exist in a font and Arial seems to have every character Unity supports available. + +#### Bounds Color +Controls the colour of STM's autoWrap/verticalLimit bounds gizmos. Set transparency to 0 to disable. + +#### Text Bounds Color +Controls the colour of STM's text bounds gizmos. Set transparency to 0 to disable. + +#### Bounds Color +Controls the colour of STM's final text bounds gizmos. Set transparency to 0 to disable. + +#### Superscript Offset +How high superscript text (``) will be relative to text. + +#### Superscript Size +How big superscript text will be relative to text. + +#### Subscript Offset +How high subscript text (``) will be relative to text. + +#### Subscript Size +How big subscript text will be relative to text. + +## Rich Text Tags + +
+

+Demonstration of some tags. +
+ +These tags can be used mid-string to change aspects of the text! Any tag that has "name" on it like "````" can be modified with the [Text Data file](#Text Data). All tags can be closed with a tag like "``
``", for example. + +* __Color__ [```` / ```` / ```` / ```` / ````] Change color/gradient/texture of text. Hex code is with or without # symbol, and supports alpha (8 digit hex code). For example... `000`, `0000`, `000000`, and `00000000` are all valid values, along with `#000`, `#0000`, `#000000`, and `#00000000`. Like that final example, you can multiply a color, gradient, and texture together (Only one of each may be used) by putting them in the same color tag, seperated by commas. +* __Relative Size__ [````] Change size of text, relative to the default size. +* __Y Offset__ [````] Sets a vertical offset for text, relative to its current size. +* __Superscript__ [```` / ``>``] Sets both relative size and y offset based on settings under "Master" in text data to reflect superscript text. +* __Subscript__ [```` / ``>``] Sets both relative size and y offset based on settings under "Master" in text data to reflect subscript text. +* __Delay__ [```` / ```` / ````] For reading out text, insert a delay that's worth the time it takes to read out x amount of characters, or use a predefined delay amount. +* __Timing__ [````] Set the exact time the following letters will read from. Good for syncing up text to something. +* __Event__ [````] Will invoke a [custom event](#UnityEvents) when the text mesh reads it. +* __Repeating Event__ [````] Will do the same as the normal event tag, but repeat for each letter until cancelled with ````. +* __Voice__ [````] Shortform to insert a longer string. +* __Font__ [````] Changes the font mid-string. +* __Material__ [````] Changes material mid-string. +* __Quad (Inline Image)__ [```` / ```` / ````] Inserts a quad. The index can be overridden. +* __Bold__ [````] Set text to be bold. Can stack with italic. +* __Italic__ [````] Set text to be italic. Can stack with bold. +* __Wave__ [```` / ````] Use a wave from the Text Data file. +* __Jitter__ [```` / ````] use a jitter fromt he Text Data file. +* __Alignment Tags__ [````] These will set text alignment, mid-string. + * __Left__ [````] Align text left. + * __Right__ [````] Align text right. + * __Center__ [```` / ````] Align text to be centred. + * __Justified__ [```` / ```` / ````] Justify text, paragraph-style. + * __Force Justified__ [```` / ```` / ````] Force text to be justified, even if it breaks traditional paragraph rules. +* __Line Break__ [``
``] Inserts a line break, the same as typing ``\n``. Good for inserting line breaks on single-line text entry fields. +* __Indent__ [````] Sets a margin in localspace units. +* __Pause__ [````] Tells the mesh to stop reading at this point until Continue() is called. +* __Unicode__ [````] Inserts a unicode character by its code. Typically the same as typing `\u[unicode value]`, but works in-editor. + +Other elements of Super Text Mesh can be changed directly with tags, but these are meant to be changed with voice tags, as they are longer than standard tags. Still, you can use them in regular text, too: + +* __Size__ [````] Set the exact size of text. +* __Stop Previous Sound__ [````] Change audio settings. +* __Pitch Mode__ [````] Change audio settings. + * __Normal__ [````] Set the pitch mode to "Normal". + * __Single__ [````] Set the pitch mode to "Single". + * __Random__ [````] Set the pitch mode to "Random". + * __Perlin__ [````] Set the pitch mode to "Perlin". +* __Override Pitch__ [````] Set the pitch for the "Single" pitch mode. +* __Minimum Pitch__ [````] Set the minimum pitch for the "Random" & "Perlin" pitch mode. +* __Maximum Pitch__ [````] Set the maximum pitch for the "Random" & "Perlin" pitch mode. +* __Read Delay__ [````] Set the read delay to a specified value. +* __Speedread Pitch__ [````] Set the pitch to be used for speedreading. +* __Auto Clips__ [````] Use specific auto clips. +* __Audio Clips__ [````] Change the audio clips being used. +* __Draw Animation__ [````] Case-sensitive. Set the name of the draw animation to be used. +* __Draw Order__ [````] + * __Left To Right__ [```` / ````] + * __All At Once__ [```` / ````] + * __One Word At A Time__ [```` / ````] + * __Random__ [````] + * __Right To Left__ [```` / ````] + * __Reverse LTR__ [````] + * __One Line At A Time__ [```` / ````] + * __RTL One Word At A Time__ [```` / ````] + +*** + +# Methods, Parameters & Events + +## Public Methods + +These functions can be called with code, and are useful for dialogue managers: + +### Rebuild +##### void SuperTextMesh.Rebuild() +Call this to update the mesh's text. This will also cause it to read out again, if the read delay is above 0. +##### void SuperTextMesh.Rebuild(bool readAutomatically) +Can be used to rebuild the mesh without automatically reading out. Good for some text boxes. Will override the "autoRead" variable. + +### RebuildAll +##### [STATIC] void SuperTextMesh.RebuildAll() +Will call Rebuild() on every mesh in the scene. Should only be used when starting a scene as it uses FindObjectsOfType, which is very intensive. + +### Read +##### void SuperTextMesh.Read() +You can use this to have text get re-read without rebuilding the mesh. +##### void SuperTextMesh.Read(float startTime) +You can also get the mesh to read from a specific point. + +### SpeedRead +##### void SuperTextMesh.SpeedRead() +Tells the text mesh to switch to its faster reading speed. + +### RegularRead +##### void SuperTextMesh.RegularRead() +Tells the text mesh to return to its regular reading speed. + +### SkipToEnd +##### void SuperTextMesh.SkipToEnd() +Makes the mesh finish drawing immediately, calling all events that haven't been read yet. + +### Append +##### void SuperTextMesh.Append(string) +Add to the end of the current text mesh string, and begin reading from this point. + +### UnRead +##### void SuperTextMesh.UnRead() +Tell the mesh to play its "undrawing animation". Other aliases for this function are "Unread()", "UnDraw()", and "Undraw()". After the animation finishes, the mesh won't update until Rebuild() is called again. + +### Continue +##### bool SuperTextMesh.Continue() +Tells the mesh to continue past a ```` tag. Will return true if any more pauses needed to be passed by, and false if the end of the mesh was already reached. + +### UndoContinue() +##### bool SuperTextMesh.Continue() +Makes text begin reading from the previous pause point used by Continue(). + +## Public Properties + +All public variables can be changed with code, if needed. + +### Text + +#### text +##### string SuperTextMesh.text +Same as SuperTextMesh._text, but Rebuild() will be called automatically upon setting. + +#### _text +##### string SuperTextMesh._text +This is the text stored within the text mesh. The text mesh will not display it until Rebuild() is called. There's an underscore there, by the way, it's just covered up by the underline. + +#### drawText +##### [READ ONLY] string SuperTextMesh.drawText +Text that the mesh will display. So this is the same as SuperTextMesh.text, but after being processed as rich text! If rich text is turned off, this will be the same as SuperTextMesh.text. This string will not include automatically-inserted hypens and line breaks. + +#### hyphenedText +##### [READ ONLY] string SuperTextMesh.hyphenedText +Text that the mesh will display, including characters that may have been added like hyphens and line breaks, and with some characters removed, such as spaces replaced by line breaks. + +#### reading +##### [READ ONLY] bool SuperTextMesh.reading +This bool returns true if the text mesh is currently reading out text. Returns false when the mesh has finished, or if the mesh has a read delay of 0. + +#### unreading +##### [READ ONLY] bool SuperTextMesh.unreading +This bool returns true if the text mesh is currently playing its unreading animation. + +### Appearance + +#### font +##### Font SuperTextMesh.font +The font to be used by the text mesh. + +#### color +##### Color SuperTextMesh.color +Default color used by this text mesh. + +#### size +##### float SuperTextMesh.size +Size of this text in local space. For UI elements, this is the size in screen space. + +#### bestFit +##### SuperTextMesh.BestFitMode SuperTextMesh.bestFit +Controls Best Fit text. +* __BestFitMode.Off__ + Text will not use best fit. +* __BestFitMode.Always__ + Text will be the right size to match with autoWrap/verticalLimit's bounds. +* __BestFitMode.OverLimit__ + Text will only shrink if it goes over autoWrap/verticalLimit's bounds. +* __BestFitMode.SquishAlways__ + Similar to "Always" but text will expand/shrink on the X axis only. +* __BestFitMode.SquishOverLimit__ + Similar to "OverLimit" but text will expand/shrink on the X axis only. + +#### style +##### FontStyle SuperTextMesh.style +Default font style for the text mesh. + +* __FontStyle.Normal__ +* __FontStyle.Bold__ +* __FontStyle.Italic__ +* __FontStyle.BoldAndItalic__ + +#### richText +##### bool SuperTextMesh.richText +If this text mesh responds to rich text tags or not. + +#### quality +##### int SuperTextMesh.quality +This is a font's point size. + +#### filterMode +##### FilterMode SuperTextMesh.filterMode +Filter mode to be used by the text mesh. +* __FilterMode.Point__ + Texture pixels become blocky up close. Good for pixel fonts. +* __FilterMode.Bilinear__ + Texture samples are averaged, looks smoother. +* __FilterMode.Trilinear__ + Texture samples are averaged, and blended between mipmap levels. + +A note about filter modes! If two text meshes are using the same font, but with different filter modes applied, the material settings will get confused and blink between filter modes. I suggest duplicating your font in the assets folder and using the different filter mode on this new font to avoid this. + +#### maskMode +##### SuperTextMesh.MaskMode SuperTextMesh.maskMode +What operation STM will use when masking. +* __MaskMode.Inside__ + STM will render inside of masks. +* __MaskMode.Outside__ + STM will render outside of masks. + +#### textMaterial +##### Material SuperTextMesh.textMaterial +
+

+Material controls. +
+The default material being used by this mesh. Will be referenced by the mesh upon rebuild, and should be treated as "a shader, with settings". A good example of this is that if you had an in-game keyboard made up of several Super Text Meshes, they could all share the same material and changes could be made to all of them quickly this way. + +NOTE: This value is only referenced once Rebuild() is called, where Super Text Mesh will then create an internal material that the mesh will reference instead. This is done so that multiple fonts can use the same material's look. So the above trick with changing a single material to effect multiple meshes only works in edit mode. + +### Position + +#### baseOffset +##### Vector3 SuperTextMesh.baseOffset +Additional offset for the mesh from the anchor point. + +#### relativeBaseOffset +##### bool SuperTextMesh.relativeBaseOffset +Changes whether baseOffset is multiplied by a letter's size or not. Z is not effected. + +#### anchor +##### TextAnchor SuperTextMesh.anchor +Anchor point of the text box. In UI mode, upper/middle/lower anchors can be adjusted. This also controls where text will draw from if you have bounds defined. (Bottom-anchored text will snap to the bottom of your defined bounds.) +* __TextAnchor.UpperLeft__ +* __TextAnchor.UpperCenter__ +* __TextAnchor.UpperRight__ +* __TextAnchor.MiddleLeft__ +* __TextAnchor.MiddleCenter__ +* __TextAnchor.MiddleRight__ +* __TextAnchor.LowerLeft__ +* __TextAnchor.LowerCenter__ +* __TextAnchor.LowerRight__ + +#### alignment +##### SuperTextMesh.Alignment SuperTextMesh.alignment +Decides text alignment. +* __SuperTextMesh.Alignment.Left__ +* __SuperTextMesh.Alignment.Center__ +* __SuperTextMesh.Alignment.Right__ +* __SuperTextMesh.Alignment.Justified__ +* __SuperTextMesh.Alignment.ForceJustified__ + +#### lineSpacing +##### float SuperTextMesh.lineSpacing +The space between rows of text. 1 is the default. + +#### characterSpacing +##### float SuperTextMesh.characterSpacing +Extra horizontal space between characters. Default is 0. + +#### tabSize +##### float SuperTextMesh.tabSize +The width that a tab should take up. Default is 4. + +#### autoWrap +##### float SuperTextMesh.autoWrap +For non-UI text, text will wrap after it goes past this point. Wrapping is disabled if this is set to 0. + +#### uiWrap +##### bool SuperTextMesh.uiWrap +For UI text, if this is true, text will wrap at the rectTransform bounds. + +#### breakText +##### bool SuperTextMesh.breakText +If true, instead of text trying to always insert automatic line breaks at previous spaces, tabs, and hyphens, text will just drop down a row a the very end of a row. + +#### insertHyphens +##### bool SuperTextMesh.insertHyphens +If true, when text exceeds the bounds, and there isn't a previous space to insert a line break, a hyphen will be inserted, and the word will be split. + +#### verticalLimit +##### int SuperTextMesh.verticalLimit +For non-UI text, When greater than 0, this sets the vertical bounding box. Text beyond this limit will behave differently depending on the current vertical limit mode. + +#### uiLimit +##### bool SuperTextMesh.uiLimit +For UI text, if this is true, text will be limited by the rectTransform bounds. + +#### verticalLimitMode +##### SuperTextMesh.verticalLimitMode +Controls how text is treated if it exceeds the vertical limit. + +* __SuperTextMesh.VerticalLimitMode.ShowLast__ + +Text will scroll to show the last lines of text in the box. This is good for textboxes like the ones in most RPGs with small text boxes. + +* __SuperTextMesh.VerticalLimitMode.CutOff__ + +Text will be cut off at the limit, and all extra text will end up, with proper tags, in a variable named "leftoverText". + +* __SuperTextMesh.VerticalLimitMode.Ignore__ + +Text will ignore the limit. You can use this if you want to use the vertical limit to position a box, but not restrict it for whatever reason. + +* __SuperTextMesh.VerticalLimitMode.AutoPause__ + +A combination of cutoff and showlast. When text reaches the vertical limit, it will be cut off until Continue() is called. After calling continue, this will repeat until the vertical limit is met again. + +* __SuperTextMesh.VerticalLimitMode.AutoPauseFull__ + +Like auto pause, but when Continue() is called, the text box starts reading the new text from the top of the box, instead of using the show last effect. This value is based on verticalLimit, so it's suggested to use a vertical limit that is a multiple, or close to a multiple of size. + +Note: Text Bounds for Show Last, Auto Pause, and Auto Pause Full might appear incorrectly for text that changes size mid-string. + + +#### lineHeights +##### [READ ONLY] List SuperTextMesh.lineHeights +A list containing the heights of each line. The Count property of this is the amount of lines the STM object has, and the floats are the height of each line. Can beused for things like the LinkController class! + +### Timing + +#### ignoreTimeScale +##### bool SuperTextMesh.ignoreTimeScale +If set to true, this text mesh will not be effected by time scale in any way. + +#### disableAnimatedText +##### bool SuperTextMesh.disableAnimatedText +Disable all animated effects for this text mesh. A master toggle for all text meshes can be found in [Text Data](#Text Data Customization). + +#### forceAnimation +##### bool SuperTextMesh.forceAnimation +If true, Super Text Mesh will update every frame, even if there isn't an animation to play. This is intended to be used if you're animating an STM parameter (such as color) through an Animator. + +#### autoRead +##### bool SuperTextMesh.autoRead +Tell text to read out by itself or not when Rebuild() is called. Text can be told to read manually with Read(). + +#### rememberReadPosition +##### bool SuperTextMesh.rememberReadPosition +When the mesh is enabled/disabled, this controls whether the mesh will remember where it was while drawing, or follow its legacy behaviour and act as if Rebuild() was called. Rebuild() can be called when re-enabling text while this boolean is true, too. + +#### readDelay +##### float SuperTextMesh.readDelay +The delay between letters when text is being read out. Reading disabled if set to 0. + +#### drawOrder +##### SuperTextMesh.DrawOrder drawOrder +What order the text will draw in. +* __SuperTextMesh.DrawOrder.LeftToRight__ +Default draw order. +* __SuperTextMesh.DrawOrder.AllAtOnce__ +All letters will draw at once, ignoring read delay. +* __SuperTextMesh.DrawOrder.OneWordAtATime__ +Read delay will only apply at spaces, tabs, line breaks, and hyphens. +* __SuperTextMesh.DrawOrder.Random__ +Read delay will become the total time to read out the mesh. Letters will draw at a random point. +* __SuperTextMesh.DrawOrder.RightToLeft__ +For right to left scripts. +* __SuperTextMesh.DrawOrder.ReverseLTR__ +Left to Right, but starting at the end and going backwards. + +#### drawAnimName +##### string SuperTextMesh.drawAnimName +The name of the draw animation that will be used for this mesh. Can be defined in [TextData](#Text Data). Case-sensitive. + +### Functionality + +#### speedReadScale +##### float SuperTextMesh.speedReadScale +Multiple of timeScale for when SpeedRead() is active. + +#### unreadDelay +##### float SuperTextMesh.unreadDelay +The delay between letters for when text is unreading. + +#### undrawOrder +##### SuperTextMesh.DrawOrder undrawOrder +What order the text will undraw in. Same options as drawOrder. + +#### undrawAnimName +##### string SuperTextMesh.undrawAnimName +The name of the draw animation that will be used for undrawing on this mesh. Can be defined in [TextData](#Text-Data). Case-sensitive. + +### Audio + +#### audioSource +##### AudioSource SuperTextMesh.audioSource +The audio source to be used by this text mesh. Must be defined to use audio. + +#### audioClips +##### AudioClip[] SuperTextMesh.audioClips +Audio clips to be used while reading out text. Only a single clip is needed, but if there's multiple, a random sound clip will be chosen from the array. + +#### stopPreviousSound +##### bool SuperTextMesh.stopPreviousSound +If set to true, whenever a new letter is read, it'll play a new sound and stop the old one. +If set to false, new letters will not override old ones, it'll wait for the clip to end before playing a new sound. + +#### pitchMode +##### SuperTextMesh.pitchMode +When reading out text, how the pitch of the sounds will be effected. + +* __SuperTextMesh.PitchMode.Normal__ + No additional effects. +* __SuperTextMesh.PitchMode.Single__ + Override the pitch of the sound clip(s) directly. +* __SuperTextMesh.PitchMode.Random__ + For each letter, the pitch will be randomly chosen between two values. +* __SuperTextMesh.PitchMode.Perlin__ + For each letter, the pitch will be randomly chosen between two values using perlin noise. Results in a smoother, more dialogue-like sound. + +#### overridePitch +##### float SuperTextMesh.overridePitch [Range(0f,3f)] +If the pitchMode is set to "Single", this will be the new pitch used. + +#### minPitch +##### float SuperTextMesh.minPitch [Range(0f,3f)] +If the pitchMode is set to "Random" or "Perlin", this will be the minimum random pitch. + +#### maxPitch +##### float SuperTextMesh.maxPitch [Range(0f,3f)] +If the pitchMode is set to "Random" or "Perlin", this will be the maximum random pitch. + +#### perlinPitchMulti +##### float SuperTextMesh.perlinPitchMulti +If the pitchMode is set to "Perlin", this will control how quickly the perlin noise value changes. + +#### speedReadPitch +##### float SuperTextMesh.speedReadPitch +When speedReading, this value will be ADDED to the pitch. + +Looking for even more advanced audio control? STM's PlaySound() method is virtual, and STM can be extended to work with other audio engines! You can also use OnPrintEvent, which gets invoked at the exact same time as PlaySound(). + +## Bounds Variables + +### Raw Bounds + +#### rawTopLeftBounds +##### [READ ONLY] Vector3 SuperTextMesh.rawTopLeftBounds +The top-left bounds of the mesh, local to the mesh and uneffected by transform. + +#### rawBottomRightBounds +##### [READ ONLY] Vector3 SuperTextMesh.rawBottomRightBounds +The bottom-right bounds of the mesh, local to the mesh and uneffected by transform. + +#### rawBottomRightTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.rawBottomRightTextBounds +The the with and height of text is stored here, unclamped by bounds. + +### Defined Bounds + +#### topLeftBounds +##### [READ ONLY] Vector3 SuperTextMesh.topLeftBounds +The top-left bounds of the mesh, in world space. + +#### topRightBounds +##### [READ ONLY] Vector3 SuperTextMesh.topRightBounds +The top-right bounds of the mesh, in world space. + +#### bottomLeftBounds +##### [READ ONLY] Vector3 SuperTextMesh.bottomLeftBounds +The bottom-left bounds of the mesh, in world space. + +#### bottomRightBounds +##### [READ ONLY] Vector3 SuperTextMesh.bottomRightBounds +The bottom-right bounds of the mesh, in world space. + +#### centerBounds +##### [READ ONLY] Vector3 SuperTextMesh.centerBounds +The center of the bounds of the mesh, in world space. + +### Text Bounds + +#### topLeftTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.topLeftTextBounds +The top-left corner of the mesh's text bounds, in world space. This value changes as a mesh reads out. + +#### topRightTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.topRightTextBounds +The top-right corner of the mesh's text bounds, in world space. This value changes as a mesh reads out. + +#### bottomLeftTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.bottomLeftTextBounds +The bottom-left corner of the mesh's text bounds, in world space. This value changes as a mesh reads out. + +#### bottomRightTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.bottomRightTextBounds +The bottom-right corner of the mesh's text bounds, in world space. This value changes as a mesh reads out. + +#### centerTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.centerTextBounds +The center of the text bounds of the mesh, in world space. This value changes as a mesh reads out. + +### Final Text Bounds + +#### finalTopLeftTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.finalTopLeftTextBounds +The top-left corner of the mesh's text bounds after it has finished reading out, in world space. + +#### finalTopRightTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.finalTopRightTextBounds +The top-right corner of the mesh's text bounds after it has finished reading out, in world space. + +#### finalBottomLeftTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.finalBottomLeftTextBounds +The bottom-left corner of the mesh's text bounds after it has finished reading out, in world space. + +#### finalBottomRightTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.finalBottomRightTextBounds +The bottom-right corner of the mesh's text bounds after it has finished reading out, in world space. + +#### finalCenterTextBounds +##### [READ ONLY] Vector3 SuperTextMesh.finalCenterTextBounds +The center of the text bounds of the mesh after it has finished reading out, in world space. + +#### Unwrapped Bounds + +#### unwrappedMaxX +##### [READ ONLY] float SuperTextMesh.unwrappedMaxX +Width of rendered text, ignoring autoWrap. + +#### unwrappedMinY +##### [READ ONLY] float SuperTextMesh.unwrappedMinY +Height of rendered text, ignoring autoWrap & vertical limit. + +### Extra Stuff + +#### debugMode +##### [EDITOR ONLY] bool SuperTextMesh.debugMode +If true, in the Unity editor, the Mesh Renderer and Mesh Filter components will become visible, along with any materials. + +#### latestNumber +##### [READ ONLY] int SuperTextMesh.latestNumber +As the mesh is reading out, this will be the index of the last number read this frame. You can use SuperTextMesh.hyphenedText[latestNumber] to get the latest character drawn on any frame. + +#### currentReadTime +##### [READ ONLY] float SuperTextMesh.currentReadTime +As the mesh reads out, this is the time elapsed reading. Use Rebuild(currentReadTime) to have a mesh rebuild from its current position! + +#### totalReadTime +##### [READ ONLY] float SuperTextMesh.totalReadTime +The total amount of time it will take the mesh to read out text, including animations. + +#### totalUnreadTime +##### [READ ONLY] float SuperTextMesh.totalUnreadTime +The total amount of time it will take the mesh to unread text, including animations. + +#### leftoverText +##### [READ ONLY] string SuperTextMesh.leftoverText +If text is given a vertical limit and set to "Cut Off", "Auto Pause", or "Auto Pause Full" mode, all text that gets cut off will end up here as unformatted text, ready to be sent to another Super Text Mesh object. To avoid spaces at the start, you can set the text to be leftoverText.TrimStart(). + +#### linebreakFriendlyChars +##### [PRIVATE] char[] SuperTextMesh.linebreakFriendlyChars +An array of characters that a linebreak/hyphen will prefer to appear at when breaking up text at the autoWrap limit. By default, these characters are... Space, Tab, Linebreak, Hyphen, Soft Hyphen, Hair Space, and Zero Width Space. + +#### canContinue +##### [READ ONLY] bool SuperTextMesh.canContinue +Returns true if Continue() will make Super Text Mesh read more text. It isn't really needed, since calling Continue() will return true if text has continued. + +#### canUndoContinue +##### [READ ONLY] bool SuperTextMesh.canUndoContinue +Same as canContinue, but for UndoContinue(). + +#### pauseCount +##### [READ ONLY] int SuperTextMesh.pauseCount +Total amount of pauses Super Text Mesh will have before reaching the end of the string, both automatic and manual. + +#### currentPauseCount +##### [READ ONLY] int SuperTextMesh.currentPauseCount +Total times Continue() has been called, essentially. + +## UnityEvents & Delegate Events + +
+

+Events from the sample scene. +
+ +Unity Events call a list of component methods via the Unity Event System. + +You can tell a function to be called when a certain event happens, by dragging in the GameObject & function in the Unity editor. + +### On Print Event () +Invoked when a new letter is printed by STM. Can be used to tell a textbox to resize, among other uses. + +### On Rebuild Event () +Invoked when Rebuild() is called. Good for custom events, like clearing generated particles or colliders. + +### On Complete Event () +Invoked when a text mesh is finished writing out text. + +### On Undrawn Event () +Invoked when a text mesh finishes its undrawing animation. + +### Custom Event (string, STMTextInfo) +Invoked with the event tag (```` / ````). Passes an argument that has a string, and the STMTextInfo attached to the letter. The "``e``" tag makes an event happen for one character, and the "``e2``" tag repeats that event for every character until cancelled with "````". The string is the "tag" written with the event. ("myString", in this case) STMTextInfo is an internal class used by Super Text mesh that contains all kinds of data about letters in a mesh like size & position. Here's some basics of the STMTextInfo class that you can use to reposition letters: + +* __STMTextInfo.ch__ is the [CharacterInfo](https://docs.unity3d.com/ScriptReference/CharacterInfo.html) for this letter. UV data, font style, and which character is used is stored in here. +* __STMTextInfo.pos__ is a Vector3 of this letter's bottom-left corner relative to the transform. +* __STMTextInfo.size__ is a float representing the size of this character in the mesh. +* __STMTextInfo.TopLeftVert__ gets a Vector3 of where the top left vert is. +* __STMTextInfo.TopRightVert__ gets a Vector3 of where the top right vert is. +* __STMTextInfo.BottomLeftVert__ gets a Vector3 of where the bottom left vert is. +* __STMTextInfo.BottomRightVert__ gets a Vector3 of where the bottom right vert is. +* __STMTextInfo.Middle__ gets a Vector3 of middle of this letter is. + +You can check out "TextMeshData.cs" to have a look at the complete code for this class! + +Using the tag (````) mid-string could be used to invoke a function like this: + + +void MyFunction(string myString, int letterIndex, Vector3 letterMiddle, Vector3 letterCorner){ + +    Debug.Log(myString); //prints "helloWorld" + +    Debug.Log(letterIndex); //prints index of letter event was attached to + +    Debug.Log(letterMiddle); //prints world position of letter + +} + + +Check out "STMEventInterpreter" in the "Sample" folder, for an example of how to use this. The "TextMeshExample" scene has a few examples that use this, as well as common uses for it. Included samples show things like using STM as links and buttons, and spawning particle effects on certain letters. Check it out! + +### Vertex Mod (Vector3[], Vector3[], Vector3[]) + +
+

+Vertex Mod in action. +
+ +Not a typical event like the rest, this event is used to modify the vertices of an entire mesh. To use it, under the "Position" foldout enable "modify vertices" and the event dialogue will appear. The kind of event you'll want to call would be laid out like this: + + +void ChangeVertices (Vector3[] verts, Vector3[] middles, Vector3[] positions) + +{ + +    for(int i = 0; i < allMeshVertices.Length / 4; i++) + +{ + +        //change a letter's verts: + +        verts[4 * i + 0] += Vector3.right; + +        verts[4 * i + 1] += Vector3.right; + +        verts[4 * i + 2] += Vector3.right; + +        verts[4 * i + 3] += Vector3.right; + +        //move all to the right + +        Debug.Log(middles[i]); //middle of this letter + +        Debug.Log(positions[i]); //position of this +letter +    } + +} + + +An included example script named "STMVertexMod" shows a few basic modifications you can do to a text mesh. (In the sample scene, look for an object named "CurvedTextSample" to see it in action) + +### Pre Parse (STMTextContainer) + +Another non-typical event like the vertex mod. Pre-parsing can be used to manually parse text before it reaches SuperTextMesh's internal parser. This can be used for things such as... + +* Always adding a wave effect to the start of your text. +* Parsing your own custom tags (eg. replacing [FIRE] with your game's fire button) + + +public string addToStart = ""; + +public void Parse(STMTextContainer x) + +{ + + x.text = addToStart + x.text; + +} + + +Make sure when adding a new event to select "Editor and Runtime" from the event dropdown so you can see changes made in-editor. + + + +These events all have matching __Delegate Events__ that are invoked at the same time. If you prefer to use delegate events, the names you can subscribe to are "__OnPrintEvent__", "__OnRebuildEvent__", "__OnCompleteEvent__", "__OnUndrawnEvent__", "__OnCustomEvent__", "__OnVertexMod__", and "__OnPreParse__". (Note the uppercase letters) + +*** + +# Shaders & Shadows + +## Changing Shaders & Included Shaders +You can drag a new shader onto the "text shader" area to change that. The included shaders all start with the prefix "STM" for easy searching. + +* __"STM Unlit"__ is the default shader. It's an unlit shader, which means light sources don't affect it. +* __"STM Unlit Dropshadow"__ is the default shader, but with a drop shadow. +* __"STM Unlit Outline"__ is the default shader, but with an outline. +* __"STM Unlit DropshadowAndOutline"__ is a combination of the previous two shaders. + +* __"STM UI"__ is the default shader for a UI text mesh. +* __"UI Dropshadow"__ works like Unlit Dropshadow, but for UI elements. +* __"UI Outline"__ works like Unlit Outline, but for UI elements. +* __"UI DropshadowAndOutline"__ is a combo of the previous two shaders. + + +As of v1.8.2, all these shaders have uber shader features! Each one has a culling mode toggle (Cull Back, Cull Front, Cull Off), An option to Render On Top (Set automatically for UI shaders), a Pixel Snap toggle, a toggle to render [SDF fonts](#SDF Fonts) properly, and for UI shaders, masking options! + +## Enabling Shadowcasting + +To toggle Super Text Mesh's shadow casting, check out the "Shadow Casting Mode" dropdown under the "appearance" section! + + +## Outlines and Dropshadows + +To use outlines or drop shadows, drag the "Unlit Dropshadow", "Unlit Outline", or "Unlit DropshadowAndOutline" shaders from the "Shaders" folder into the "shader" varaible on Super Text Mesh. After this, an additional header labelled "Shader" will appear in the inspector. You can use this to set how the dropshadow and outline look! + +## SDF Fonts +To use "SDF Mode" on a shader properly, you will first have to convert an existing font to an SDF font, using an external SDF texture generator. I use [SDF Toolkit Free](https://www.assetstore.unity3d.com/#!/content/50191?aid=1100lIKj) by [Catlike Coding](http://catlikecoding.com/), and this guide will involve how to set up an SDF font using this. Please consider getting [the paid version](https://www.assetstore.unity3d.com/#!/content/34821?aid=1100lIKj) to support Jasper, who let me write this up for you! + +* To set up an SDF font, you will first have to get a font you want to use, and get it into Unity. +* Next, select a large enough "size" for the font in the inspector, and what character set to use. The size you choose before will determine the size of each letter on the texture. "Unicode" will use all characters in the font if some characters aren't working. +* Click the gear in the top-right of the font inspector, and select "Create Editable Font". This will create a version of the font that's split into 3 parts: The Font file, a Material, and a Texture. +* You will have to run the texture through SDF Toolkit. After installing SDF toolkit, you can do this by going to "Window > SDF Texture Generator", then dragging in the texture from the split-up font. +* For the SDF Generator's settings, the "Outside Distance" and "Inside Distance" should be the same. Usually just setting it to 2 is fine. Make sure to save the texture after! You can save over the old one so you don't have to shuffle around more files. You might have to adjust these settings for different fonts! A font with more straight edges can require a higher value. +* Drag the split-up Font file into Super Text Mesh and select the "SDF Unlit Outline" shader for your Material. The outline width and color can be changed just like the shaders above. The cutoff setting can be adjusted on the material to control how sharp it is. + +Now you have super-crisp SDF text in your game! Enjoy! + +NOTE: You can also use SDF mode on normal fonts! They'll render sharp, but not as precisely as converted fonts when observed close-up. Give it a try! + +*** + +# Utilities + +## Curve Generator + +
+

+The "New" button in the curve dialogue. +
+ +Within "Assets > Clavian > SuperTextMesh > Utility", you'll find a script named "STMCurveGenerator". This script is meant to generate curves that are pretty common for waves. To use it, drag it onto any Game Object in your project, then click on one of the curves to open up the curve editor. From there, you can click the gear in the bottom left to save the curve into Unity as a preset! Then you can use it again for other curve fields, like the ones on waves and jitters. + +## Change Sorting Order + +In the Utility folder, there's a script names "STMChangeSortingOrder". Add the component to any object with a Super Text Mesh component on it, and you'll be able to change the sprite sorting order and the sprite sorting layer. It also works with any gameobject with a renderer. + +## Additional Helper Scripts + +I sometimes upload other scripts that haven't made the final cut to STM just yet to [my Pastebin](https://pastebin.com/u/KaiClavier)! Look for the scripts that begin with "STM". + +## Support Packages for Other Assets + +Fleece support! + +* [STM Jumper](https://pastebin.com/QxbYZaGf) +* [STM Drawstring](https://pastebin.com/0zrwFhBm) + +There are additional tools that assist with setting up Super Text Mesh with other Unity assets that others have coded. Linking them here, but I cannot provide direct support for these. Compatibility is not guaranteed for these packages, and they might have to be updated for compatibility with newer versions of the connected assets. + +* [Playmaker Actions](http://SuperTextMesh.com/packages/PlaymakerSupport.unitypackage) by [@Taxiderby](http://twitter.com/Taxiderby) +* [Fungus Support](http://SuperTextMesh.com/packages/FungusSupport.unitypackage) by [@FlinFlonimation](http://twitter.com/FlinFlonimation) ([Github Link](https://github.com/partybusiness/Super-Text-With-Fungus)) +* [Adventure Creator Integration](https://itch.io/t/40332/super-text-mesh-adventure-creator-script) by [@johndaguerra](http://twitter.com/johndaguerra) ([Alt Link](http://adventure-creator.wikia.com/wiki/Super_Text_Mesh_subtitle_integration)) + +Other assets that can be used in conjunction with Super Text Mesh, but weren't written specifically for it: + +* [SDF Toolkit](https://www.assetstore.unity3d.com/#!/content/34821) and [SDF Toolkit Free](https://www.assetstore.unity3d.com/#!/content/50191) can be used together with Super Text Mesh to [generate SDF fonts](#sdf-fonts) +* [Arabic Support for Unity](https://www.assetstore.unity3d.com/en/#!/content/2674) can be used together with Super Text Mesh to support Arabic characters. ([Open-source link](https://github.com/Konash/arabic-support-unity)) I have written a helper script that sends text through this plugin to Super Text Mesh: [Arabic Support Helper](https://pastebin.com/h9fyzJcq) + +[Here's an additional page where I keep track of this information!](https://itch.io/t/544590/helper-scripts) + +*** + +## FAQ + +##### What fonts are supported? + +.OTF and .TTF fonts are supported, as well as any font that uses [Unity's Custom Font Class](https://docs.unity3d.com/Manual/class-Font.html). SDF fonts are also supported, but [must be converted first](#sdf-fonts). To see if your font is supported before purchasing, see if it works with Unity's built-in text mesh! + +##### What languages are supported? + +This is actually the same as the above question! If your font has characters for the language you want, check to see if it works with Unity's built-in text mesh! Super Text Mesh will default back to Unity's default font, Arial, where most languages are supported if your font doesn't contain the appropriate characters. + +##### How can I credit you in my game? + +First of all, thanks! Here's how you can credit me: + +
+ +__ASSETS USED / TEXT PROGRAMMING & FX__ + +_Super Text Mesh by Kai Clavier_ +
+ +Or if you don't want to mention used assets: + +
+ +__ADDITIONAL PROGRAMMING__ + +_Text Programming & FX by Kai Clavier (kaiclavier.com)_ +
+ +Something along these lines should do it! + +##### Should I buy Super Text Mesh on itch.io or the unity asset store? + +Here's the pros of buying on each storefront: + +**Unity Asset Store** + +* Can update the asset through Unity through the asset store window. (itch purchase requires you to drag in a .unitypackage instead) +* You can leave me a review on the asset store! This seriously helps me out. + +**itch** + +* Updates get published as soon as I finish them. (Asset Store updates can take up to a week) +* Natural access to beta builds. +* 90% of your purchase goes towards the developer instead of 70%. You're effectively buying me a pizza if you do this. + +##### I changed the material settings on one text mesh and others changed too! Help! + +A Text Mesh's "Text Material" field represents a material that can be shared between multiple meshes. This is useful for situations like having a bunch of UI elements that you want to use the same outline settings, and then when you want to change the outline width, you'll only have to edit the material, not select every element. If you want your mesh to have a new material, you can create a new material with the "New" button right in the inspector! + +##### How do I get the latest character drawn by Super Text Mesh? + +Use ```superTextMesh.hyphenedText[superTextMesh.latestNumber]```! + +##### Text is just rendering the outline! + +Is your project using URP/HDRP? The outline and dropshadow shaders currently rely on multiple passes to work, and this doesn't render with URP/HDRP... in-editor. If you build your game, text seems to render as expected. I'm planning to get outlines and dropshadows working naturally with URP/HDRP in the future, but for now... [Here's a script I wrote that can emulate the outline effect STM does, if you attach it to an STM object.](https://pastebin.com/wWv49mgG) + +##### Text is rendering just plain weird when I change the font or use a quad!! + +Are you using Unity 2021? It's an experimental version of Unity, and it seems that mesh renderers with multiple materials on them render strangely with it. Text will use multiple materials if you change the font or use a quad, so if you were to avoid those effects it should work. Otherwise, all I can reccommend is avoiding Unity 2021 for the time being. + +## Notes + +* "Quality" means font point size. When you change this value, it updates the font's atlas. +* For UI text, set size to be the same value as quality to get quality that matches screen size. You can now set this automatically by using "auto quality". +* Unity's built-in UI effects like outline and drop shadow are not supported. The included shaders should be used, instead. +* Tabbing out of the Unity editor and back in might cause a text mesh to redraw. This does not happen in builds. To disable this in the editor, go into Preferences, and turn "Auto Refresh" off! (Thanks, Chess!) +* Textures are shared between fonts in Unity, and filtering mode is linked to texture. If you have a text mesh that's using a particular filtering mode, it can conflict with another using the same font and a different mode. If you see text flashing between smooth and blurry at any point, or text that won't settle on a filter mode period, you probably have a mesh with a differnt filter mode somewhere in the scene. If you want to use the same font twice with different filtering modes, you can duplicate the font asset! +* If you have two variants of the same font (eg. font-bold.ttf & font-regular.ttf) be wary of the "font names" properties on their import settings, as these properties must be unique. (By default, both properties will just be "font") Having these fonts exist in the same scene will cause a crash when built, so they need to be changed to be unique. +* If you have a font with variants, but STM just renders bold faces as wide versions of regular text, you might have to fix [a Unity bug related to .meta files.](https://answers.unity.com/questions/1284166/trying-to-make-fonts-fallbacks-to-real-bolditalic.html) +* The outline and dropshadow shaders don't work with Unity's new render pipelines in-editor, but apparently render just fine in builds... [I wrote this script that generates outlines in an alternate way if you want consistency.](https://pastebin.com/ixxVjtCH) +* Script Excecution Order might effect UI masking in some situations. + +## Known Bugs +* Right to Left draw order gets the timing for auto-hyphens incorrect. Also puts auto-hyphens on the wrong side. +* Adding Super Text Mesh to an object that has a Sprite Renderer has a conflict, so this shouldn't be allowed... somehow. +* Layout groups of UI text with multiple lines may not work as intended yet. + +## Planned Features / To Do List: +* Backspacing. Can already be done with Unread(), just not up to a certain point automatically yet. Actually... as of v1.11.4, you can call UndoContinue() and invert STM's draw order for an effect like this. +* Additional spacing tag. (Can already be done with a blank quad or... multiple spaces. Ok, not really needed.) +* Make it so text only rebuilds if the string changes, since OnValidate() might be causing unneccesary updates in newer versions of Unity, requiring scenes to be saved upon exiting. +* Nice rag text. +* If nice rag text won't work, maybe some way to evenly distribute line breaks so subtitles can look nicer? +* Swap colour conversion to use Unity's ColourUtility? Same functionality, but it exists within Unity already. Does not matter, really. +* Use namespaces? It's a good practice, but most of my scripts either contain "SuperTextMesh" or "STM" anyway already, and those "STM" prefixes aren't going away since the folder names keep everything organized within Resources. +* currentReadTime goes beyond totalReadTime to animate some waves... change the system to rely on timeDrawn - Time.time or something? Very small opto. + +*** + +# ChangeLog + +##### v1.0 +* Initial release! + +##### v1.1 +* Fixed a stall related to reading out text. Info will always be shorter or equal to the hyphened letter count. +* Vertexes can be controlled individually on waves, now. +* Added hard gradients. +* Autowrap can happen at a hyphen, now. +* Tabs count as space properly. + +##### v1.1.1 +* Autowrap bounds scale & rotate properly with the mesh now. +* Added an accessor so that you can change text and call rebuild at once. + +##### v1.2: +* Added more audio options for reading out text. (Random, Single) +* Speedread audio can automatically have a different pitch now, too. +* Added custom events! ```` There's a sample script to show how to interpret this. +* Added button to inspector for quickly going to TextData. +* Added ````, ``
``/````, and ```` tags. Alignment can be changed mid-string now, but is only recommended to be done at the start of a new line. In most cases it works fine. +* Added voice tags. ```` You can switch all kinds of read settings w/ this. +* Added font tags! They can only change the font of the entire mesh right now. +* Option for text to be effected (affected?) by time scale or not. +* Added a Utility that generates useful AnimationCurves. +* Stamp size is more uniform now. +* ``
`` and ``\n`` can be typed to insert a linebreak, now. Makes typing multiple lines into most unity text fields easier. +* Added a temporary masked UI shader; (thank you, isyourguy!) +* Drawing animations are now independent of draw order! Drawing text can now go super-fast (delay isn't limited by framerate), and animations can animate at different rates. +* Drawing animations can now be customized in TextData. +* Speedread is a scale of time now instead of a different delay. +* You can customize the curves used for waves, now! +* Waves now have an option to be synced to the time they're drawn, rather than Time.time. +* Added an option to change mesh draw order. +* Auto-delays now only work if the following character is a space, line break, or tab. For the strings like "Hello!!!!", only the last exclamation point will have a delay. +* Added Playmaker support through custom actions! + +##### v1.2.1 +* Draw Animation now defaults to first draw animation when an improper name is typed. +* Non-dynamic fonts now supported. +* Added a shader that supports outlines & smoothed edges for SDF fonts. +* Converted documentation to markdown/html! + +##### v1.2.2 +* Added an Append() function. +* Debug Mode now shows/hides mesh renderer. +* Updated for Unity 5.4. (Updated OnSceneLoad) +* Added the "Justify" alignment option. No way to select it with UI yet. ```` and ```` can be used mid-string. +* Text meshes copy/pasted into new scenes now work. (Thanks, Ben!) +* Text meshes now have unique materials so one mesh can't change the font texture of another. +* Updated dead prefabs. +* "Effected by time scale" is now "Ignore time scale". +* "Ignore time scale" now effects waves, gradients, and textures. +* Fixed a small error being returned when a mesh was inactive in the hierarchy. +* Fixed meshes returning an error when destroyed while animating. +* Added Fungus actions. (Thanks, Ryan!) + +##### v1.3 +* Textures now have "Relative To Letter" and "Scale With Text" options, as well as an offset value, now. +* The ```` tag now resizes relative to original size. ```` takes its old place. +* latestNumber is now public, so you can get the last character being drawn with ``hyphenedText[latestNumber]`` at any time! (Thanks, Setsune!) +* Added an override option for animated text effects in textdata, for accessibility. Also added as a bool text meshes, individually. +* Added a timing tag ````, which lets you manually set the timing for a letter. +* Added "Force Justify" alignment option, which justifies manual line breaks and the last line of a paragraph. You can use ```` and ```` for this. +* Wrote shaders for shader-based outlines & dropshadows! Shader controls can be edited right in the inspector. +* More jitter options. Jitters can now have strength controlled by a curve, meaning they can be temporary. Also added a weird jitter that uses perlin noise. +* Added dropdowns/titles to the inspector. This cleans up the inspector and makes it easier to read with so many variables! +* "Ignore Time Scale" is now not hidden under a read delay greater than 0, since it can effect other things too. +* Added a "Character Spacing" variable that adds/subtracts space between characters. +* Multiple events can happen on the same character, now. +* Added a "Repeating Event Tag" (````), works just like the normal event tags, but continues for each letter until cancelled with ````. +* Added a SkipToEnd() function. Does the same as SpeedRead() with a very fast scale. Calls events, unlike ShowAllText(). +* Hex codes now support 3 & 4 byte hex codes (FF0 is FFFF00, FF0F is FFFF00FF, for example) +* Fixed a bug where if the first character of a non-left justified mesh was a linebreak, it'd return an error. +* Added "Undrawing Animations"! You can call the public "UnRead()" function, and set up the variables under "Functionality" in the inspector. It'll play drawing animations backwards, then hold the mesh in place, so this is good if you want text to fade out! When it's done fading out, it'll invoke the new "onUndrawComplete" event. I've updated the sample scene to show an example of this in action. +* Clicking the "help" icon in the inspector now opens up documentation in-browser. +* New icon for text data that's a bit easier to read. +* Tab size is a float instead of an int now. +* Text alignments can be selected with UI mode now, instead of being set automatically. Allows for justified text to be used with UI text. Should only be used with left anchor points, but I'm not gonna stop you. +* Fixed a small leak with debug mode. +* Fancier docs, now with CSS! +* TextData now opens in the text mesh component, instead of taking you to the TextData object. Feels better to navigate, and will allow for better customization of the inspector in the future. +* Fungus support has been updated to work with undrawing animations, Playmaker support has had a bug fixed. +* Added a Reverse Left to Right and a Right to Left draw order. RTL has some small timing issues atm, but works for basic text. +* Added a time multiplier for the "Perlin" read sound option. +* Alignment tags now work like ```` instead of ````. +* SoundClipData now uses a string field instead of a char field, but will only take the first character. This lets line breaks be silent, now! +* Added a "VertexMod" event that lets you call an external function to change the position of vertices, under the "appearance" foldout. + +##### v1.3.1 +* Rebuild() now calls HideInspectorStuff() and UpdateShaderSettings(). + +##### v1.4 +* Redid rich text tags to parse about 3x faster than before. +* Meshes are now marked as dynamic to improve performance. +* Fixed bold and italic tags. +* Voice tags are very different, now. They now work by inserting a longer string of text to control the appearance of STM. +* Added indivudial tags that let you change things that the voice tag used to let you do. (Audio clips, read delay, etc.) +* Clips & auto clips now ignore case. +* TextData is now split up among multiple ScriptableObjects, meaning parts can be passed around & saved with source control. Do NOT upgrade from v1.3 to v1.4 if you don't want to have to remake your custom waves. +* Since textdata can now be edited outside of the custom inspector as an asset, added a "Refresh Database" button to the inspector that manually reloads resources. +* Added an "On Rebuild" Event. +* Custom Event now returns TextInfo directly. Included examples of how to do old methods in the event sample script. +* Fixed a bug where the last event and last sound made by a mesh wouldn't invoke/play. +* Two Super Text Meshes can't be placed on the same object now, preventing a crash. +* Completely redid he internal materials system, allowing for a lot of cool new stuff. +* A default material is now used in the editor instead of a shader. Should be treated as "A shader, with settings". Dragging a material into this slot and changing it under the "Material" foldout changes the stored material, like a miniature material editor. +* Added inline font changes with the ```` tag. +* Added inline images as "quads". Uses the new ```` tag. +* Added inline material/shader changes. Uses ````. +* Seems to be no garbage generated when text isn't reading now, and the garbage from the reading routine is down by a lot. +* The "_Cutoff" property of shaders is hidden and always set to 0.0001, now. +* Added a per-mesh option to disable animated text. +* Events work if they're the last thing typed in a string, now. +* Tried to kill the texture atlas bug again. Seeing success in a WebGL build, but might still be present. +* Also killed the offset bug. (Horizontal & Vertical) +* Shadow casting mode can now be selected in the inspector instead of having to go into debug mode. +* UI text now automatically gets added to a canvas when created through the GameObject menu. Also creates new Canvas if none exists. + +##### v1.4.1 +* Added some platform-dependent code that allows STM to work in Unity 5.3 again. +* Fixed OnFontTextureRebuilt() from re-reading a mesh from the start when called. +* Added a "Line Count Limit" so you can limit the max amount of lines that can be displayed by a text mesh. +* Changed behaviour of "break text". For text with autowrap limits, text will always try to break at a space if a long word goes over the limit now, which is what "break text" did before. "Break text" now tells text to drop a line immediately at the end of a row. +* Auto-hyphens now copy the mesh's font style setting instead of just being the "normal" font style. +* Tested out Super Text Mesh with [this amazing Arabic Support script](https://github.com/Konash/arabic-support-unity), and it works perfectly! Arabic letters are now supported in Super Text Mesh with this script; thank you so much Abdullah! +* Fixed UI Text not disappearing on disable. + +##### v1.4.2 +* STM no longer requests all characters in a mesh each frame. Should still behave the same. It's commented out just in case, though. +* Added text backgrounds to default custom events. +* Fixed OnSceneLoaded calling an error sometimes. +* fix: On Complete Event is no longer invoked on brand-new meshes when they start to draw. (thanks, Noah!) + +##### v1.4.3 +* Prefabs no longer break text by default. +* New Super Text Meshes made through the GameObject menu use the resources folder now, allowing the GameObject menu to still work, even when Super Text Mesh's files are moved. + +##### v1.4.4 +* Internal bounds update w/ UI text now. +* Disabling wrapped text on UI Text now automatically sets the RectTransform bounds. (Thanks, Noa!) +* UI Text can now use multiple materials!! +* Some material settings use float fields instead of sliders, now. + +##### v1.4.5 +* UI materials are toggled under a bool for now, after reports that they still cause crashes on windows. +* Materials now retain custom render queue, and this can be changed in-editor. + +##### v1.4.6 +* Moved submesh prep script to its own function, which is called under Rebuild() instead of Update() now, reducing GC further. +* Improved Update() cycle to call even less if not needed. +* Sounds and events don't use lists anymore, speeding up STM. +* Outline & Dropshadows are effected by alpha changes now. +* Organized shaders into folders for easier importing. +* Wrote new SDF shaders for outline & dropshadow support. +* Exposed the Read() function. +* Added an "autoRead" variable, which controls if the mesh reads out by itself whenever Rebuild() is called. (Rebuild() is also called on Start()/Awake()) +* Fixed hyphens being put in weird places on non-left-aligned text. +* UI mesh hides materials in the editor. + +##### v1.4.7 +* OnEnable() is used instead of Start(). + +##### v1.4.8 +* Fixed autoreading showing entire mesh under OnEnable(). +* Cleaned up old code related to OnValidate(). +* Changed up the bounds variables. Old ones are now renamed "rawTopLeftBounds" and "rawBottomRightBounds". New ones are "topLeftBounds", "topRightBounds", "bottomLeftBounds", "bottomRightBounds", and "centerBounds". These new bounds have the world-space values of the mesh's bounds (including transform changes!) of the mesh when it's done reading. These can be used to set up a text box easily. + +##### v1.4.9 +* Fixed text not animating when not being read out. + +##### v1.4.10 +* Fixed UI text disappearing when exiting play mode. +* Fixed mesh forgetting material when duplicated. +* Fixed audio not playing properly for reading out text with the Appear animation. + +##### v1.4.11 +* Fixed text not AutoReading when a new scene is loaded. +* Added a "remember read position" function. +* Added a RebuildAll() function to be called when meshes fail to rebuild on async loading. + +##### v1.4.12 +* Fixed new OnEnable() stuff bringing back the texture atlas bug on re-enabled meshes. +* Fixed mesh not showing when re-enabled on some animating text. + +##### v1.4.13 +* Fixed OnCompleteEvent and OnUndrawnEvent not being invoked properly. + +##### v1.5 +* Changed the "TextInfo" class to be called "STMTextInfo". +* Bounds vectors are now updated correctly for UI text. +* STM's bounds outline gizmos are now shown on UI text. +* Moved OnValidate()'s Refresh() to Update() to avoid an error message in Unity 2017.1. + +##### v1.5.1 +* Multi-material UI now works automatically in Unity 2017.1 +* Renamed "TextMeshData" to "SuperTextMeshData". +* Renamed "TextData" to "SuperTextMeshData" in the resources folder. + +##### v1.5.2 +* UI outline and dropshadow shaders respond properly to alpha changes, now. +* Added a UI dropshadow outline shader. +* Mesh will no longer jump forward if time scale is being ignored and window goes out of focus when application is told not to run in the background, then comes back in focus. +* Added an experimental unlit & UI pixel snap shader. +* Added a "snap to grid" vertex mod to the vertex mod sample script. + +##### v1.6 +* Added a script to change sorting order, under the utilities folder. +* Fixed extra sounds being played on text that reads out very fast and has delays. +* Changed the variable "text" to "_text" and changed the accessor "Text" to "text". "Text" is still kept as a legacy fix. +* Fixed auto clips not being created when trying to create one in the inspector. +* Line count limit now shows the LAST lines of text in a mesh. Works with reading-out text! +* Added a "lowestLine" variable that keeps track of the latest line of text drawn by STM. +* Added an "indent" tag that lets you set a margin for text. +* Added a "pause" tag which pauses a mesh reading out until Continue() is called. +* Added an "automatic voice" under the master foldout of textdata. This field contains a string that will be added to the start of every text mesh in the project. +* UI text can only be anchored left now. +* Fixed the blue boundary box not being scaled properly when a text mesh's transform changes. + +##### v1.6.1 +* Fixed a 1-frame timing issue with limited text fields. + +##### v1.6.2 +* Fixed meshes appearing for one frame then disappearing when async loading a new scene with "single" mode. +* Fixed Continue() not working properly. + +##### v1.6.3 +* breakText is false by default now. +* Bounding box for non-autowrapped text is now based on maximum width, not position of last vertice. +* Fixed a bug where sometimes when creating a mesh under specific circumstances, the completion event would be null, causing an error to return. This would sometimes causing the mesh to not render properly. + +##### v1.7 +* "textMat" is now "textMaterial". +* Added a button next to "textMaterial" that creates a new material asset in "Assets/Clavian/SuperTextMesh/Materials" and assigns it to the text mesh. +* Material name can be changed from the material foldout, now. +* Removed Mesh Renderer and Mesh Filter components from UI Text Prefab. +* TextData inspector now has foldouts for each individual object. This prevents classes like waves taking up too much space on smaller screens. +* Waves now have an option for rotation waves! +* Waves can also do scale-based waves! +* "Disable animated text" now makes waves & jitters be ignored entirely instead of freezing in place. +* Fixed an issue involving a parent canvas being disabled causing errors on UI text trying to enable additional material layers for Unity 2017.1+. +* Removed lineCountLimit and replaced it with verticalLimit. In UI mode, this value can be determinded by the rect transform's height. +* Added new modes for how text will be treated if it goes over this limit, "Show Last", "Cut Off", "Auto Pause", "Auto Pause Full", and "Ignore". +* Hid debug mode from the inspector. +* Added support for pagination! If text has a limited vertically and set to "Cut Off" or "Auto Pause", all the remaining text will appear in a string named "leftoverText". This string will have all tags that came before it, and all raw text that comes after the cutoff point, so it's ready to be put in another Super Text Mesh object. +* Removed "wrapText" from UI text. +* Exposed a "maxX" variable, and added "minY", "unwrappedMaxX", and "unwrappedMinY" variables, too. +* Super Text Mesh responds properly to Unity UI elements like the Content Size Fitter, now! +* Fixed a bug where small text followed by large text might cause a crash if the autowrap value is too small. +* Quads now use unicode character U+2000 in hyphenedText, not `. +* Added overridden index quads. Use the tag `` to force a quad to use that index, or `` to force a quad to use the icon at that position. +* Init() and UnInit() are only called under OnEnable() and OnDisable() now, fixing a lot of scene loading related issues. +* Added Best Fit functionality! Under the "Appearance" tab, best fit can be set to Off, Always, or Over Limit. Always will make text size always be the autowrap limit. Over Limit does the same, but will not if doing so would make the text larger. +* Split SuperTextMeshData and STMTextInfo into their own scripts to prevent some errors with compiling ScriptableObjects. +* Events foldout is now outside of the timing foldout. +* Cleaned up custom inspector code. +* Moved Vertex Mod to be under the Events foldout. +* Added a PreParsing event. This can be used to parse text before it reaches STM's internal text parser. +* Removed autoVoice since PreParsing replaces that. +* Adjusting base offset no longer moves the bounding box, just text. To move the bounding box and text, just adjust the transform! +* Solved a bug with effects only meant to drawn once being called again. +* Updated all shaders to share code using .cginc files, making custom shaders easier to create. (Thanks, ompuco!) +* Fonts and quads now have the option to not override filtermodes, and fonts can opt to not override quality settings from a mesh. +* Fixed quads not aligning properly as last character in a row. +* Reorganized folders and sample scenes. + +##### v1.7.1 +* Fixed a bug where the vertical anchor position would be incorrect if a text mesh ended with a closing tag like ``. +* Fixed a bug where the bounds/alignment would be incorrect on rows ending with a quad. + +##### v1.8 +* Huge memory opto by RedVonix! +* Materials folder referenced by the "New Material" button on the inspector will now be created dynamically, no matter where the Clavian/SuperTextMesh folder is. +* Default vertical limit mode is now "Ignore". +* Fixed a bug where the first sound/event a mesh plays would ignore an initial delay. +* Added a "default font" varaible under "Master" in the textinfo inspector. This value is Arial by default. +* Fixed a bug where when using a non-dynamic font, if requesting a character that didn't exist in the font were to be requested, Super Text Mesh would ignore autowrap for the rest of the mesh, probably due to the invalid font data. This is fixed by requesting the character in the default font instead. +* OnFontTextureRebuilt() will only call Rebuild() if a mesh contains the font that is being rebuilt now, by keeping track of all fonts used in the mesh. +* Draw animations no longer clamp when lerping, allowing for AnimationCurves to go above 1. Included a "Spring" example draw animation to demonstrate this. +* Added a "character" accessor to the STMTextInfo class to quickly get a char from the stored unicode value. +* Color hex tags can now use # symbols at the start of them, but they are optional. (```` is the same as ````) +* Extra character spacing after quads is accurate now. +* Added an "onPrintEvent" that gets invoked each time a new letter has been printed. +* onCompleteEvent, onUndrawnEvent, onRebuildEvent and onPrintEvent events now have matching C# Events, OnCompleteEvent, OnUndrawnEvent, OnRebuildEvent, and OnPrintEvent. +* Tacked-on events are now handled by adding a zero-width space to the end of a mesh and just letting it read out. +* Fixed a bug where quad index was being calculated incorrectly. (Thanks, Jakub!) +* Fixed a bug where text would anchor differently as it reads out. +* Updated 3rd party licenses to match Unity's new guidelines. +* Fixed a bug where Resources.UnloadUnusedAssets() would unload a Super Text Mesh's material. (Thanks, 薛玉瑶!) +* Added textBounds vectors that resize as new letters are drawn. RawTextBounds values replace maxX and minY. +* Text now uses its advance to determine its horizontal size. This means monospace fonts should center properly now. +* Based on Upper, Middle, and Lower anchor points, text will now read out from that given direction as the root. +* Fixed a bug where if a mesh contained only a linebreak or a tab (or a quad in addition to these), an AABB error would occur. +* Added back wrapText and limitText as uiWrap and uiLimit. +* Fixed a bug where UI text would constantly rebuild itself when highlighted in the editor. +* Fixed a bug where AnimateFromTimeDrawn waves would animate again when OnFontTextureRebuilt() was called. (Thanks, Tom!) +* Added more example scenes. +* Added a debug that appears when you try to use an undefined font. + +##### v1.8.1 +* Fixed a bug where "ignoreTimeScale" wouldn't work. +* Fixed a bug where text wouldn't rebuild if Time.timeScale = 0. +* Fixed a bug where using VertexMods would return an error. +* Changed the "Sketchify" example to no longer be dependent on random seeds and gave it an unscaled time option. + +##### v1.8.2 +* Big shader update! New fragment shaders replace older Unlit/UI/SDF surface shaders by default. (Older shaders have been marked as Legacy) New shaders have uber shader properties, allowing culling mode, options to render on top, SDF mode toggle, and pixel snap all from the inspector. The only features that require changing shaders now are dropshadow/outline, and whether the shader is configured for UI or not, giving a total of just 8 basic shaders! +* Added a button to reset a material's render queue to the shader's original setting. +* Fixed a bug where the "custom event" unity event would render in the inspector twice. +* Fixed a bug where quads would ignore horizontal pivot points on rotation & scale waves. +* Fixed a bug where an error would appear if STM's font field is null in the inspector. +* Added an "auto quality" variable for UI text that automatically sets a mesh's default quality to match its default size. +* Internally, STM no longer uses the Resources folder to load its prefabs and default materials. These files may be relocated in a future update. +* Added undo support to all STM data objects. +* Fixed a bug where AnimationCurves set through the STM data editor wouldn't be updated on some computers. +* Fixed a bug where in a situation like ````, myEvent2 wouldn't play after a mesh continues reading. +* Fixed a bug where when a new scene is loaded, STM would rebuild even if the new scene was a new one loaded async. + +##### v1.8.3 +* Reverted some parts of the code to load using the Resources folder instead of AssetDatabase so STM can be built in projects. +* Cleaned up inconsistent line endings in scripts. +* Wrote about new shaders in docs. + +##### v1.8.4 +* Fixed a typo that prevented a new auto clip data from being created through the create asset menu. +* AutoDelays, AutoClips, and Sound Clips can now work with quads. (An autodelay named "cross" will work after ``""``) +* A sound clip reference not being found no longer causes an error. + +##### v1.8.5 +* Fixed a bug with the new shaders .cginc where outline/dropshadow color wouldn't respond to text alpha. Might require a shader reimport. +* Fixed the ```` tag. +* Wrote a more in-depth preparsing example. (STMPreParsing3.cs) + +##### v1.8.6 +* Continue() and Append() always makes text start reading now, preventing a bug where sound clips wouldn't play after calling Continue(). +* Events are called on non-reading meshes now. +* Added a sample scene showing how to make underline & strikethrough effects. + +##### v1.8.7 +* Fixed a bug where trying to create a new material from the inspector of a UI STM object would fail. + +##### v1.8.8 +* New hidden mask shader options available from the material inspector. +* Fixed a bug where shaders wouldn't cast shadows and wouldn't build to some platforms. +* UI Masking options appear as an enum in STM's inspector now. + +##### v1.8.9 +* Fixed UI Default shader having mask enabled by default. +* Changed how UI text sets text to canvas when set on Start/Awake. +* Changed the events "customEvent", "vertexMod", and "preParse" to "onCustomEvent", "onVertexMod", and "onPreParse". +* Gave these events matching delegate events. + +##### v1.8.10 +* Fixed a bug where UI text wouldn't wrap. (Oops.) + +##### v1.8.11 +* Fixed a bug where SDF mode & pixel snap couldn't be toggled from STM's inspector in Unity 2018.1.1+. (Thanks, vostok4!) +* Fixed a bug where all undrawn animations would act as Appear if there was no defined fade time. +* Fixed a bug where undraw animations would end strangely in an undraw animation took longer to play than a draw animation. +* Due to a hardware crash, line endings should now CRLF instead of LF due to a sourcetree pull. + +##### v1.8.12 +* Updated "text" accesor so that its value can never be set to a null string, causing an error to appear. +* Fixed broken "Text" accessor. +* Creating a new TextInfo from the inspector works if STM has been placed in a different directory now. +* Bounds are recalculated before custom events and print events are called, now. +* Added an example script, "STMMatchRect.cs". +* Changing anchor point on UI text makes the mesh rebuild, now. +* Removed legacy shaders from the project file. + +##### v1.8.13 +* STMMatchRect.cs now gives accurate results if it's attached to a non-child object. +* Added STMRubyText.cs, and example script which can be attached to an STM component to give it ruby text support. +* Fixed the "Blink" draw animation not animating. + +##### v1.8.14 +* Fixed a bug where STM would call OnCompleteEvent on Enable. +* Fixed a bug where ShowAllText() could cause unwanted events to be called. +* Added a "UseVector3" variable to shaders that lets you position a dropshadow to an exact vector3 value. + +##### v1.8.15 +* Best fit mode will now react to vertical limit in addition to auto wrap! Leave vertical limit at 0 to ignore this. +* Added a* Best fit mode will now react to vertical limit in addition to auto wrap! Leave vertical limit at 0 to ignore this. +* Added a "linebreakFriendlyChars" private array so STM can autowrap at more characters! private array so STM can autowrap at more characters! + +##### v1.8.16 +* Added a y offset tag, ````. +* Added superscript and subscript tags, ```` and ````. These set both y offset and relative size at the same time, based on new values in Text Data, under "Master". + +##### v1.8.17 +* Shaders should work without automatically rebuilding in newer versions of Unity now. +* Fixed default UI shader having some old code causing problems. +* Removed unneccesary warnings. +* Changed how y offset works in the backend, preventing a small bug. +* Worked on a new revision of the documentation. + +##### v1.8.18 +* Fixed Auto Pause Full not working correctly for UI text. + +##### v1.9 +* Added a toggle allowing base offset to be relative to the size of a letter. +* Fixed STM returning errors when asked to rebuild while inactive. (Thanks, mrtenda!) +* PlaySound() is now a public virtual method, allowing STM to be extended to work with other audio engines. +* Fixed wavedata curves displaying the wrong parameter name. +* Cleaned up shaders a little. Maskmode can now go above 1 in the backend. +* Added UI prefabs, copying Unity's Button, Toggle and Dropdown prefabs, but with Super Text Mesh instead of Unity UI Text. Input Field is still a work-in-progress, having trouble making the caret play nice. +* STM works naturally with nested UI masks now. Added a "mask mode" variable to the component, itself. +* hyphenedText now replaces spaces with linebreaks, while still just inserting linebreaks on other linebreak-safe characters, preventing a bug where text would not align properly. (Remember to use drawText if you're trying to get the text that a mesh is showing without any potentially-added formatting characters!) +* Autodelays respond properly with the `
` tag now. +* Fixed UI text disappearing if it finishes reading and "remember read position" is true. +* Inserted hyphens are now soft hyphens. +* Added a unicode tag, ``. +* Insert hyphens now actually inserts hyphens when splitting at linebreak-friendly characters, aside from spaces. + +##### v1.9.1 +* Started optimization work on `Rebuild()`. STM now rebuilds twice as fast thanks to... + * ApplyOffsetDataToTextInfo caches VerticalLimit now. + * FigureOutUnwrappedLimits only called when best fit is on. + * SpecialKeyToName doesn't do a conversion to lowercase first. + * delays are now only applied to letters if a mesh will read. +* OnCompleteEvent is now invoked even if a mesh doesn't have a read delay > 0 or any text to show. +* Changes made to materials through the inspector now reflect immediately. (Could swear it already did this...) +* Undo/redo will now force `Rebuild()` to invoke. +* Dropshadow and outline shaders now respect base alpha. +* Canvas STM attaches properly to prefabs, now. +* STM will rebuild when enabled in-editor now. (Seriously, did it not do this, before??) + +##### v1.9.2 +* Fixed STM not compiling. + +##### v1.10.0 +* Internal optimizations to Rebuild(). +* New "infoCount" variable is used internally to keep track of the info list. +* STM should play nicer with LWRP, now. +* STM now validates in-editor when the transform changes. +* STM now batches materials across ALL meshes. If you have custom material backend code for your game, this will probably break it! Otherwise, enjoy the performance boost! +* Added a new "one line at a time" draw order. `` or `` can be used to switch to this inline! +* Added a new "right to left one word at a time" draw order! `` or `` can be used to switch to this inline. +* Fixed array lengths not matching up under specific circumstances. +* Updated the Arabic support script to work with PreParsing now. Links can be found in the docs! +* Added another PreParsing example script, "STMPreParseEffect.cs". This one adds a color effect tag to the start of text. +* Updated shader example scene to no longer be broken. + +##### v1.10.1 +* Working on a new right-to-left rendering mode that flips text that was typed in right-to-left. Still in beta, as tags aren't parsed in the way I want. (They're flipped left-to-right too, and are picky about spaces) Using a tag at the very start of a line should still work fine. To toggle this on, find the "rtl" boolean under the new "beta" foldout in the STM inspector. +* Further caching optimizations. +* Fixed random & right-to-left draw orders not playing sounds. +* Fixed array lengths not matching up in certain circumstances... again. Did a bit of a hotfix that's slightly less efficient in terms of resizing arrays, but I don't see a performance hit so it'll be fine for now! + +##### v1.10.2 +* Changed array length code in one section. +* Fixed quads not sharing submeshes. + +##### v1.10.3 +* Fixed STM not updating to rectTransform size changes in editor. + +##### v1.11 +* Added an option to change the font used in STM's inspector under "Master" in the text data editor. +* Fixed a bug where STM would render if the component was disabled on scene load. +* Potential fix for a rare bug where Rebuild() calls itself. +* Temp fix for events being called again upon Continue(). +* Added multiOverTime parameter to waves. +* Fixed line heights being incorrect under specific circumstances. +* Fixed inline font changes returning an error with specific circumstances. +* Fixed certain drawOrders not behaving properly. +* Added/fixed incorrect drawOrder animations when UnRead()ing. +* Changed "color" from type "Color32" to "Color" to allow animation. There is extra code in place to convert the old value to the new one upon OnValidate(). After testing, this change appears to be seamless! You won't even have to update any older code if you don't want to. +* Added a "forceAnimation" boolean to work together with this for color animation. Check out the "ColorAnimationTest" scene for an example. +* Upgraded the color tag! Now colors/gradients/textures can be multiplied with one another. Only the seperate types can be combined with eachother. (Meaning you cannot combine two gradients, two colours) To do this, for example, type `` to combine them. The order doesn't matter, and the colour values can only multiply for now. +* Fixed an exception to the internal hex code validator method. +* Relative base offset no longer calculates Z. +* Fixed superscript text not being placed correctly under certain circumstances. +* Internal text size is now stored as a Vector2 instead of a float. You'll most likely want to use size.y if you have to update a script that uses size. +* Added two new best fit modes, "Horizontal Always" and "Horizontal Over Limit". They'll make text fit within autoWrap limits like the other best fit modes, but only change text size on the X axis! +* Moved some more generic-use scripts from the Sample folder to the Utilities folder. +* Upgraded STMRubyText.cs to fix some bugs and add some small features. +* Fixed broken Auto Pause and Auto Pause Full vertical limit modes. Also fixed Auto Pause, Auto Pause Full and Show Last vertical limit modes not reacting to line spacing besides 1. +* ZWrite is now off on the standard shader and material. (To match the other shaders and materials.) +* OnRebuild events will now not be invoked when Super Text Mesh rebuilds through a font texture rebuild. +* Text Data name fields now use Delayed Text Fields, meaning the names only apply when enter is pressed or focus leaves the text entry field. +* Remade the default fire and clap assets myself to match the updated asset store EULA, and updated appropriate licenses. + +##### v1.11.1 +* Fixed STM data inspector not remembering state when reloading Unity. +* Fixed STM not playing sounds or invoking events when Read() is called manually. +* Fixed events being called immediately on meshes where autoRead isn't used. +* Fixed unnecessary garbage in Unity 2018.4+ (or earlier versions, possibly) during Rebuild() + +##### v1.11.2 +* Fixed UI Mode STM getting cut off at half the vertical limit, despite drawing the correct bounds. +* Auto Quality call is now done under Rebuild() instead of OnValidate(), and uses the scaleFactor of STM's parent canvas now. + +##### v1.11.3 +* ReadOutText() IEnumerator now advances one frame automatically, since the first frame would always be blank. This could potentially change back if it causes conflicts, but I think it should be fine for most use-cases... +* OnApplicationFocus() behaves differently in-editor now. Text will no longer stop updating if only the scene view is visible. +* Editing the anchor on multiple UI Super Text Mesh objects behaves as expected now. +* Added a "fade" parameter to control the overall alpha value of a Super Text Mesh object. It's under the beta section of the inspector for now. +* Renamed "HorizontalOverLimit" and "HorizontalAlways" best fit modes to "SquishOverLimit" and "SquishAlways", respectively. +* Added a "Squish" vertical limit mode. It's still in beta and doesn't work in all circumstances. +* Added a "Multiline" best fit mode. It's still in beta and doesn't get text as big as I would like it to just yet. +* Made some "Object" type conversions explicitly "UnityEngine.Object" to avoid conflicts with some libraries. + +##### v1.11.4 +* Fixed insert hyphens feature. +* The Arabic support script is now vastly improved, and now a more general right to left text script. [You can get it from my pastebin](https://pastebin.com/h9fyzJcq), since it still relies on Konash's "Arabic Support for Unity" script. +* Cleaning up sample folder. Moved assets around to more logical places, made better example scenes, and put the ugly internal test scenes in their own folder. This includes dividing up STMEventInterpreter into multiple scripts. +* Updated bestfitMultiBETA's behaviour. +* Fixed vertical limit cutting off the first line of text when line spacing is less than 1. +* Fixed line spacing greater than 1 pushing the first row of text down. +* Adjustments to AutoPause and AutoPauseFull. They now work with line spacing, and the Vertical Limit value doesn't need to be a perfect multiple of size anymore, just whatever amount is big enough to fit text. (I would still recomend using a perfect multiple for organizational purposes, though. If your text size is 0.25, you line spacing is 1.4 and you want to have 4 lines of text, set the box limit to 0.25 * 1.4 * 4. If you end up mixing text sizes on a Super Text Mesh with AutoPause, and AutoPauseFull, calling Continue() might still leave text that was read on-screen when advancing under some circumstances. (But it won't skip over text that hasn't been read yet under any.) I've tested changing size mid-string and it seems to work fine, but I'm not 100% confident just yet. If you see any strange behaviour, please let me know! +* Moved fade property out of "Beta" foldout and into "Appearance" foldout. +* Added an UndoContinue() method that reverses Continue() calls, and returns true if it was able to undo, and false if it wasn't. +* Exposed pauseCount and currentPauseCount as read-only variables. +* Added canContinue and canUndoContinue, which return true if Continue() would advance text, and if UndoContinue() would reverse text, respectively. + +##### v1.11.5 +* All ToString() calls explicitly use System.Globalization.CultureInfo.InvariantCulture now. +* Fixed setting color after texture tag not checking for now submesh, sometimes rendering colours incorrectly. + +##### v1.12.0 +* Shader support for single-pass stereo instancing. (This is for VR games!) +* Added more linebreak-friendly characters. +* Made strikethrus in their demo scene explicitly render above text by adjusting the sprite order in layer. +* Emoji characters are explicitly replaced before being displayed now (they are kept in the text string), to prevent a crash. +* Made an experimental script for rendering emoji with Super Text Mesh. It automatically converts typed emoji to automatically-generated quads. It's still a work-in-progress: https://pastebin.com/qr9me3GA +* Added a linespacing tag. ```` ```` ```` This will change the linespacing for the next line used, so can be used for when text size changes. +* The "reading" boolean is set true in a more reliable way. +* Non-ui text now displays color properly in projects with linear color space. +* Small optimizations to UpdateMesh(). +* Rebuild(), text, and _text now respond to the setting of autoRead instead of reading automatically no matter what. +* Fixed behaviour where adding an STM prefab object through the GameObject menu in prefab mode where the root prefab is a canvas would make the object disappear. +* Updated colors on an example texture. +* Added linebreak rules for Japanese, Chinese, and inadvertently English! This means that when using auto-wrap to split lines, characters like '{' and '$' will prefer not to appear at the end of a line, characters like '}' and '.' will prefer not to appear at the start, and numbers will prefer not to be split up. (If a text box is too thin to find a good place to split, it will still split on the spot, breaking these rules.) +* Super Text Mesh now displays an explanation message when importing returns an error. + +##### v1.12.1 +* Fixed pagination & leftoverText getting incorrect index offset under specific circumstances. +* Added proper support for the carriage return (\r), additionally fixing some alignment errors with text with characterSpacing enabled and a non-left alignment mode. + +##### v1.12.2 +* Possibly fixed autoRead happening when it wasn't meant to. +* Updated STM's .cginc files so that outlines respond to the "Use Vector3" boolean. Enabling this will make outlines render better for pixel art, the intended use of the "Use Vector3" option. +* Updated the Use Vector3 calls in the .cginc files to use ifdefs. +* Updated shader example scene. +* Included a sample surface shader with STM. +* Changed how Super Text Mesh responds to rectTransform size changes, especially within layout groups. + +##### v1.12.3 +* Fixed Super Dropdown prefab not behaving as expected. +* Fixed UI STM trying to invoke a coroutine while disabled. (Thanks, ADDADA!) +* Added a "remove emoji" option to the beta foldout. Before this, this behaviour was enabled by default, but I found it was occassionally removing characters that could be rendered just fine, such as Unicode symbols. So now this feature can be disabled per-mesh. +* Exposed Super Text Mesh's lineHeights variable to be public. +* Added new sample code and the "Links" sample scene. (LinkController.cs) Check it out for a simple way to add links to text! +* Sketchify now works together with effects like waves! +* Fixed manual pauses interfering with automatic pauses. +* Fixed hyphens being inserted after a manual pause, if the manual pause happened to be at the end of a row of text. + +# Update Warnings + +##### v1.3 to v1.4+: + +* v1.4 uses a brand-new system for TextData, so if you upgrade from v1.3, you will lose all your custom waves/jitters/etc. Please be wary of this and make a backup, first! The old settings and new settings have the same look, so the easiest way to move them over will just be to screenshot them. All default settings have been ported over already. + +##### v1.4 to v1.5+: + +* v1.5 changes the name of "TextData" in the Resources folder and the "TextData" script in the Scripts folder to "SuperTextMeshData", make sure to import the new files, or to rename the old one. + +##### v1.5 to v1.6+: + +* The field "text" is now called ``_text``, and the accessor (which calls Rebuild() when called) ``Text`` takes it's old name, ``text``. Unity will automatically serialize the old field as the new one so text won't be lost, but make sure to back up just in case. If you want to set the text value without calling rebuild, you need to set ``_text`` instead of ``text`` now, so please review your code for that. + +* The accessor ``Text`` has also been left in for legacy, so no code will be broken by that, yet. It might be removed in the future. + +##### v1.6 to v1.7+: + +* "textMat" is now "textMaterial". + +* lineCountLimit has been replaced with verticalLimit, which is now a float measuring allowed space instead of an int measauring the amount of lines allowed. + +* Waves have new values added to them, and some values have had their names changed. Unity should automatically carry over the correct data, but remember to back up just in case! + +* Removed "wrapText" variable used by UI text. + +* baseOffset works differently, only changing text position, not bounding box position. + +* UI text works with LayoutGroups now, so STM's UI behaviour is different to be more standard with Unity's implementation. You might have to attach a "Content Size Fitter" component to get the results you're after. + +##### v1.7 to v1.8+ + +* minY and maxX have been removed and replaced with Vector3s like "bottomRightTextBounds" and "finalBottomRightTextBounds". minY should be the same as "finalBottomRightTextBounds.y" and maxX should be equivalent to "finalBottomRightTextBounds.x". + +* Text will now "originate" from the proper top/middle/bottom anchor point. If an anchor is set to "bottom", the text will snap to the bottom of the bounds, now. + +##### v1.8 to v1.9+ + +* New relativeOffset variable is true by default. Old behaviour is the same as if this value was false. + +##### v1.9 to v1.10+ + +* Materials are shared between all objects now, so a custom material mod might break. + +##### v1.10 to v1.11 + +* Color is now stored as a Color instead of Color32. There is extra code in place to convert the old value to the new one upon OnValidate(), but otherwise no real changes have to be made to code. +* STMTextInfo now stores size as a Vector2 instead of a float. The old value is typically held by size.y now. + +*** + +# Credits +Coding and design by Kai Clavier ([@KaiClavier](http://twitter.com/KaiClavier)) +Extra CSS help by Tak ([@takorii](http://twitter.com/takorii)) +
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1 + - 1 + - 1 + _text: This shows an example of how to have an object follow a Text Mesh as it reads + out. + drawText: This shows an example of how to have an object follow a Text Mesh as it + reads out. + hyphenedText: 'This shows an + + example of how to + + have an object follow + + a Text Mesh as it + + reads out.' + font: {fileID: 12800000, guid: f8c6c92a0062f424fa2c7138c494ccad, type: 3} + _color32: + serializedVersion: 2 + rgba: 4294967295 + _color: {r: 1, g: 1, b: 1, a: 1} + forceAnimation: 0 + richText: 1 + readDelay: 0.1 + speedReadScale: 2 + ignoreTimeScale: 1 + disableAnimatedText: 0 + drawAnimName: Appear + unreadDelay: 0.05 + undrawOrder: 1 + undrawAnimName: Appear + audioSource: {fileID: 0} + audioClips: [] + stopPreviousSound: 1 + pitchMode: 0 + overridePitch: 1 + minPitch: 0.9 + maxPitch: 1.2 + speedReadPitch: 0 + perlinPitchMulti: 1 + reading: 0 + unreading: 0 + size: 1 + bestFitMulti: 1 + quality: 57 + filterMode: 1 + maskMode: 0 + style: 0 + baseOffset: {x: 0, y: 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You can do this in the animation itself, for just the frames you + need! + drawText: To animate the 'color' property of STM, the "forceAnimation" bool must + be set to true. You can do this in the animation itself, for just the frames you + need! + hyphenedText: 'To animate the ''color'' property of STM, the + + "forceAnimation" bool must be set to true. You can + + do this in the animation itself, for just the frames you + + need!' + font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0} + _color32: + serializedVersion: 2 + rgba: 4294967295 + _color: {r: 1, g: 1, b: 1, a: 1} + forceAnimation: 0 + richText: 1 + readDelay: 0 + speedReadScale: 2 + ignoreTimeScale: 1 + disableAnimatedText: 0 + drawAnimName: Appear + unreadDelay: 0.05 + undrawOrder: 1 + undrawAnimName: Appear + audioSource: {fileID: 0} + audioClips: [] + stopPreviousSound: 1 + pitchMode: 0 + overridePitch: 1 + minPitch: 0.9 + maxPitch: 1.2 + speedReadPitch: 0 + perlinPitchMulti: 1 + reading: 0 + unreading: 0 + size: 0.5 + bestFitMulti: 1 + quality: 64 + filterMode: 1 + maskMode: 0 + style: 0 + baseOffset: {x: 0, y: 0, z: 0} + relativeBaseOffset: 1 + lineSpacing: 1 + characterSpacing: 0 + tabSize: 4 + autoWrap: 11.72 + uiWrap: 1 + uiLimit: 1 + breakText: 0 + insertHyphens: 1 + anchor: 0 + alignment: 0 + verticalLimit: 0 + verticalLimitMode: 2 + leftoverText: + textMaterial: {fileID: 2100000, guid: e0195eb33d5b847d4a1ad54c04efc088, type: 2} + textMesh: {fileID: 2027866611} + rawTopLeftBounds: {x: 0, y: 0, z: 0} + rawBottomRightBounds: {x: -11.72, y: 2, z: 0} + rawBottomRightTextBounds: {x: 11.578125, y: -2, z: 0} + topLeftBounds: {x: -6.04, y: 4.54, z: 0} + topRightBounds: {x: 5.6800003, y: 4.54, z: 0} + bottomLeftBounds: {x: -6.04, y: 2.54, z: 0} + bottomRightBounds: {x: 5.6800003, y: 2.54, z: 0} + centerBounds: {x: -0.17999983, y: 3.54, z: 0} + topLeftTextBounds: {x: -6.04, y: 4.54, z: 0} + topRightTextBounds: {x: 5.538125, y: 4.54, z: 0} + bottomLeftTextBounds: {x: -6.04, y: 2.54, z: 0} + bottomRightTextBounds: {x: 5.538125, y: 2.54, z: 0} + centerTextBounds: {x: -0.25093746, y: 3.54, z: 0} + finalTopLeftTextBounds: {x: -6.04, y: 4.54, z: 0} + finalTopRightTextBounds: {x: 5.538125, y: 4.54, z: 0} + finalBottomLeftTextBounds: {x: -6.04, y: 2.54, z: 0} + finalBottomRightTextBounds: {x: 5.538125, y: 2.54, z: 0} + finalCenterTextBounds: {x: -0.25093746, y: 3.54, z: 0} + unwrappedBottomRightTextBounds: {x: 34.046875, y: -0.5, z: 0} + onCompleteEvent: + m_PersistentCalls: + m_Calls: [] + onUndrawnEvent: + m_PersistentCalls: + m_Calls: [] + onRebuildEvent: + m_PersistentCalls: + m_Calls: [] + onPrintEvent: + m_PersistentCalls: + m_Calls: [] + onCustomEvent: + m_PersistentCalls: + m_Calls: [] + onVertexMod: + m_PersistentCalls: + m_Calls: [] + onPreParse: + m_PersistentCalls: + m_Calls: [] + debugMode: 0 + totalReadTime: 0.00001 + totalUnreadTime: 0.00001 + currentReadTime: 0.00001 + autoRead: 1 + rememberReadPosition: 1 + autoQuality: 0 + drawOrder: 0 + removeEmoji: 1 + rtl: 0 + _fade: 1 + bestFit: 0 + latestNumber: 156 + currentUnReadTime: 0 + preParsedText: To animate the 'color' property of STM, the "forceAnimation" bool + must be set to true. 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What you name + the font will be the string\nyou use to call it. So... to switch to the font\ndefined + as \"itim\", you have to type <\\f=itim>, but\nwithout that backslash there. 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Itim + m_FallbackFonts: [] + m_FontRenderingMode: 0 + m_UseLegacyBoundsCalculation: 0 + m_ShouldRoundAdvanceValue: 1 diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/Itim-SDF.fontsettings.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/Itim-SDF.fontsettings.meta new file mode 100644 index 00000000..35157b2d --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/Itim-SDF.fontsettings.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 92af8c94974284c4388316b4f89b4f02 +timeCreated: 1477980846 +licenseType: Store +NativeFormatImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/ItimOpenFontLicense.txt b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/ItimOpenFontLicense.txt new file mode 100644 index 00000000..beec8b3d --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/ItimOpenFontLicense.txt @@ -0,0 +1,92 @@ +Copyright (c) 2015, Cadson Demak (info@cadsondemak.com), Copyright (c) 2014, Pablo Impallari (www.impallari.com|impallari@gmail.com) +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/ItimOpenFontLicense.txt.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/ItimOpenFontLicense.txt.meta new file mode 100644 index 00000000..8966dc85 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Itim/ItimOpenFontLicense.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 000eedb2372364a98870d3d7028c1260 +timeCreated: 1477871132 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Walibi.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Walibi.meta new file mode 100644 index 00000000..32f9d3bb --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Walibi.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0d697098050fa41f7b1d431058c3e85c +folderAsset: yes +timeCreated: 1478805689 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Walibi/WalibiLicense.txt b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Walibi/WalibiLicense.txt new file mode 100644 index 00000000..758a8378 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Walibi/WalibiLicense.txt @@ -0,0 +1,3 @@ +Walibi 0615 font downloaded from http://www.dafont.com/walibi0615.font + +100% free font by dragon winter \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Fonts/Walibi/WalibiLicense.txt.meta 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b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Furigana and Ruby Text/RubyText.unity.meta new file mode 100644 index 00000000..7b529562 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Furigana and Ruby Text/RubyText.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 69642db208b345745a7dfe4ce49ba945 +timeCreated: 1551851737 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Furigana and Ruby Text/STMRubyText.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Furigana and Ruby Text/STMRubyText.cs new file mode 100644 index 00000000..fb31e343 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Furigana and Ruby Text/STMRubyText.cs @@ -0,0 +1,135 @@ +//Copyright (c) 2019 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +/* +Preparse STM, insert events at specific characters (H becomes H) +If auto parse is off, manually type ruby text like "H" ("rt" means ruby text event, "aytch" is the ruby text to be shown.) +these new events spawn temporary STM objects + +to do: additional mode that allows ruby text to be spread over multiple characters +to improve readability. The issue is... getting info from an upcoming letter is difficult, and it won't work if it ends up on the next row. +also, i don't think it will be possible to use an event to *insert* text. + */ +[RequireComponent(typeof(SuperTextMesh))] +public class STMRubyText : MonoBehaviour { + public SuperTextMesh stm; + public bool autoParse = true; + + public void OnEnable() + { + //set up events + stm.OnCustomEvent += Event; + if(autoParse) + { + stm.OnPreParse += Parse; + } + stm.OnRebuildEvent += ClearRubyText; + } + public void OnDisable() + { + stm.OnCustomEvent -= Event; + if(autoParse) + { + stm.OnPreParse -= Parse; + } + stm.OnRebuildEvent -= ClearRubyText; + } + public void Reset() + { + //get stm component + stm = GetComponent(); + } + [System.Serializable] + public class Ruby + { + public char ch; + public string text; + } + public float verticalOffset = 0f; + public float rubyTextSize = 0.25f; + public Ruby[] ruby; + private List rubyText = new List(); + + public void Parse(STMTextContainer x) + { + //go thru each letter, searching ruby + for(int i=0; i"); + //skip over this new tag + i += 7 + ruby[j].text.Length; + } + } + } + } + private string[] split; + private SuperTextMesh tempStm; + private Vector3 tmpPos; + public void Event(string text, STMTextInfo info) + { + split = text.Split(','); + //if exactly two strings and first is the rt tag... + if(split.Length == 2 && split[0] == "rt") + { + //create a new STM, and assign the remaining text to it + tempStm = new GameObject().AddComponent(); + tempStm.t.SetParent(this.transform); //parent it to this + tempStm.t.name = split[1]; + //center above letter + tmpPos.x = info.Middle.x; + tmpPos.y = info.pos.y + info.size.y + verticalOffset; + tempStm.t.localPosition = tmpPos; + + tempStm.size = rubyTextSize; + tempStm.font = stm.font; + tempStm.color = stm.color; + + tempStm.anchor = TextAnchor.LowerCenter; + tempStm.alignment = SuperTextMesh.Alignment.Center; //center above letter + tempStm.autoWrap = info.RelativeWidth; //max width is letter width + tempStm.bestFit = SuperTextMesh.BestFitMode.OverLimit; //shrink to fit if it goes over + + tempStm.text = split[1]; + + rubyText.Add(tempStm); //add to list + } + /* + come back to this later, inserting letters is tough! + //alternate ruby method! + else if(split.Length == 3 && split[0] == "rt") + { + int myLetterAmount = 0; + if(int.TryParse(split[2], out myLetterAmount) && myLetterAmount > 0) + { + //create a new STM, and assign the remaining text to it + tempStm = new GameObject().AddComponent(); + tempStm.t.SetParent(this.transform); //parent it to this + tempStm.t.name = split[1]; + + //center above next X letters. + tmpPos.x = info.Middle.x; + tmpPos.y = info.pos.y + info.size.y + verticalOffset; + tempStm.t.localPosition = tmpPos; + } + + } + */ + } + public void ClearRubyText() + { + Debug.Log("rebuild was called! clearing " + rubyText.Count + " objects!"); + //destroy gameobjects + for(int i=0; iHello, World! + drawText: Hello, 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System.Text.RegularExpressions; + +/* +To Do: callback for mouse over and mouse exit, so cursor or link can change appearance? +So... these events would be given to all links attached. + +*/ + +namespace STMTools.Links +{ + public struct CharInfo + { + public Bounds bounds; + public int line; + public int linkIndex; + public int charIndex; + + public CharInfo(float xMin, float yMin, float xMax, float yMax, int line, int linkIndex, int charIndex) : this() + { + this.bounds = new Bounds(); + this.bounds.SetMinMax(new Vector3(xMin, yMin, 0f), new Vector3(xMax, yMax, 0f)); + this.line = line; + this.linkIndex = linkIndex; + this.charIndex = charIndex; + } + } + [System.Serializable] + public class Link + { + public string label = string.Empty; //label used for this + + public UnityEvent onClick; //unity event, if any, to be called when this link's generated colliders are clicked. + //delegate event possible? + } + + [ExecuteInEditMode] + public class LinkController : MonoBehaviour + { + public SuperTextMesh superTextMesh; + [Tooltip("If this value is set to 'link', this means that the full tag will be '")] + public string linkString = "link"; + [Tooltip("Additional style to be applied automatically to link text. If set to anything besides an empty string, all tags will be cleared after a link.")] + public string tagStyle = ""; //if anything besides string.empty, all tags will be cleared after a link!! + //[Tooltip("Style applied to tags automatically when hovered. Leave blank for no change.")] + //public string hoverTagStyle = ""; + [Tooltip("Additional space added to collider size.")] + public Vector2 padding = new Vector2(0.1f, 0f); //compared to line's size, how much bigger the collider will be. + + //links that can be handled by this component! + [Tooltip("These labels will be matched, and objects with the specified UnityEvent will be created.")] + public List links = new List(); + + private List linkObjects = new List(); + private LinkObject currentLinkObject; //if not null, this will be ADDED to. + + //for all links. + public UnityEvent onEnter; + public UnityEvent onExit; + /* + //was going to use this for a system where each link would use just one + //object, sharing colliders with others. but this won't work for UI text. + public LinkObject GetExistingLinkObject(int linkIndex) + { + for(int i=0; i.+?)>"; // + string startReplace = ""; // + + string endTag = "" + linkString + ")>"; // + string endReplace = ""; + + //if(hoverThis > -1 && hoverTagStyle.Length > 0) + //{ + // startReplace += hoverTagStyle; + // endReplace += ""; + //} + if(tagStyle.Length > 0) + { + startReplace += tagStyle; + endReplace += ""; //clear ALL tags. I warned ya! + } + + x.text = Regex.Replace(x.text, startTag, startReplace, RegexOptions.Multiline); + x.text = Regex.Replace(x.text, endTag, endReplace, RegexOptions.Multiline); + + } + + //not sure if this will be possible... + //need to rewrite system to allow individual links to be grabbed during rewrite. + internal void EnterLink(int index) + { + hoverThis = index; + //superTextMesh.Rebuild(superTextMesh.currentReadTime, superTextMesh.reading); + } + internal void ExitLink(int index) + { + hoverThis = -1; + //superTextMesh.Rebuild(superTextMesh.currentReadTime, superTextMesh.reading); + } + + void Reset() + { + superTextMesh = GetComponent(); + } + void OnEnable() + { + //in unity versions before 2017.2.1f1, this will cause an error when first added: + //https://issuetracker.unity3d.com/issues/onenable-is-called-before-reset-with-executeineditmode-enabled + superTextMesh.OnPreParse += PreparseTags; + if(Application.isPlaying) + { + superTextMesh.OnCustomEvent += GenerateLink; + superTextMesh.OnRebuildEvent += ClearLinks; + } + } + void OnDisable() + { + superTextMesh.OnPreParse -= PreparseTags; + if(Application.isPlaying) + { + superTextMesh.OnCustomEvent -= GenerateLink; + superTextMesh.OnRebuildEvent -= ClearLinks; + } + } + public void ClearLinks() + { + //reset and clear all lists. + for(int i=0; i x.label == splitText[1]); + if(myLink == null) + { + Debug.Log("No link with tag '" + splitText[1] + "' found!"); + return; + } + int myLinkIndex = links.IndexOf(myLink); + float lineHeight = superTextMesh.lineHeights[info.line]; + // CharBounds myBounds = new CharBounds(info.pos.x, info.BottomRightVert.x, info.pos.y, lineHeight, info.line, info.rawIndex); + CharInfo myInfo = new CharInfo(info.pos.x - padding.x, info.pos.y - padding.y, info.BottomRightVert.x + padding.x, info.pos.y + lineHeight + padding.y, info.line, myLinkIndex, info.rawIndex); + //allPos.Add(new CharBounds(info.pos.x, info.BottomRightVert.x, info.line, info.rawIndex)); + + //check again to see if it's been cleared or is clear. + //but dont start on the last character of a line..... + //bool doEncapsulate = false; + if(currentLinkObject != null) + { + //needs to be... + //same line + //character comes just before + //same link index + if(currentLinkObject.bounds.min.y == myInfo.bounds.min.y && currentLinkObject.lastCharacterIndex == info.rawIndex-1 && currentLinkObject.linkIndex == myLinkIndex) + { + currentLinkObject.Encapsulate(myInfo); + } + else + { + currentLinkObject = null; + } + } + if(currentLinkObject == null) + { + //currentLinkArea = new LinkArea(myBounds); + GameObject go = new GameObject(); + LinkObject linkObj; + if(superTextMesh.uiMode) + { + linkObj = go.AddComponent(); + } + else + { + linkObj = go.AddComponent(); + } + linkObj.Initialize(myInfo, + this, + "Link for tag '" + splitText[1] + "' at index " + info.rawIndex.ToString() + " with character " + info.character, + links[myLinkIndex], + onEnter, + onExit); + linkObjects.Add(linkObj); + currentLinkObject = linkObj; + } + //if the LAST position added is on the same line, and is immediately before this one... + + } + } + } +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkController.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkController.cs.meta new file mode 100644 index 00000000..caabcd26 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ae1cddb43ddd15c46b7943f07f114d78 +timeCreated: 1651282262 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObject.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObject.cs new file mode 100644 index 00000000..2851d52f --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObject.cs @@ -0,0 +1,50 @@ +//Copyright (c) 2022 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using UnityEngine.Events; + +namespace STMTools.Links +{ + public abstract class LinkObject : MonoBehaviour + { + internal Transform t; + internal GameObject go; + internal Bounds bounds = new Bounds(); + [SerializeField] protected UnityEvent onClick; + [SerializeField] protected UnityEvent onEnter; + [SerializeField] protected UnityEvent onExit; + + public delegate void OnClickAction(); + public event OnClickAction OnClickEvent; + public delegate void OnEnterAction(); + public event OnEnterAction OnEnterEvent; + public delegate void OnExitAction(); + public event OnExitAction OnExitEvent; + + //internal int line; //used for instantiating + internal int linkIndex; //same + internal int lastCharacterIndex; + internal LinkController controller; + + internal abstract void Initialize(CharInfo charInfo, LinkController controller, string name, Link link, UnityEvent onEnter, UnityEvent onExit); + internal abstract void Encapsulate(CharInfo charInfo); + + protected virtual void OnClick() + { + if(onClick != null) onClick.Invoke(); + if(OnClickEvent != null) OnClickEvent(); + } + protected virtual void OnEnter() + { + controller.EnterLink(linkIndex); + if(onEnter != null) onEnter.Invoke(); + if(OnEnterEvent != null) OnEnterEvent(); + } + protected virtual void OnExit() + { + controller.ExitLink(linkIndex); + if(onExit != null) onExit.Invoke(); + if(OnExitEvent != null) OnExitEvent(); + } + } +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObject.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObject.cs.meta new file mode 100644 index 00000000..97f0a5f7 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObject.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 01c1d021839d312478b6176d49b0c377 +timeCreated: 1651352455 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectCollider2D.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectCollider2D.cs new file mode 100644 index 00000000..1bfb2cf8 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectCollider2D.cs @@ -0,0 +1,57 @@ +//Copyright (c) 2022 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using UnityEngine.Events; + +namespace STMTools.Links +{ + [RequireComponent(typeof(BoxCollider2D))] + public class LinkCollider2D : LinkObject + { + private BoxCollider2D box; + + internal override void Initialize(CharInfo charInfo, LinkController controller, string name, Link link, UnityEvent onEnter, UnityEvent onExit) + { + t = this.transform; + go = this.gameObject; + onClick = link.onClick; + this.onEnter = onEnter; + this.onExit = onExit; + t.parent = controller.superTextMesh.t; + t.name = name; + box = t.GetComponent(); + bounds = new Bounds(charInfo.bounds.center, charInfo.bounds.size); + this.controller = controller; + SetBoundingBox(); + + Encapsulate(charInfo); + } + private void SetBoundingBox() + { + t.localPosition = bounds.min; + box.size = bounds.size; + box.offset = box.size / 2f; + } + internal override void Encapsulate(CharInfo charInfo) + { + bounds.Encapsulate(charInfo.bounds); + SetBoundingBox(); + + //this.line = charInfo.line; + this.linkIndex = charInfo.linkIndex; + this.lastCharacterIndex = charInfo.charIndex; + } + private void OnMouseDown() + { + OnClick(); + } + private void OnMouseEnter() + { + OnEnter(); + } + private void OnMouseExit() + { + OnExit(); + } + } +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectCollider2D.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectCollider2D.cs.meta new file mode 100644 index 00000000..2ecb1bba --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectCollider2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f52142c0aca4de04fa7cac1f0dacf8a7 +timeCreated: 1651352580 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectUI.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectUI.cs new file mode 100644 index 00000000..dad53b3b --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectUI.cs @@ -0,0 +1,66 @@ +//Copyright (c) 2022 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using UnityEngine.UI; +/* +Having an EventSystem Gameobject in your scene is needed for IPointerClickHandler to work! +*/ + +namespace STMTools.Links +{ + [RequireComponent(typeof(RectTransform))] + [RequireComponent(typeof(Image))] //needed because "Graphic" accepts raycasts. + public class LinkObjectUI : LinkObject, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler + { + private RectTransform tr; + private Image image; //needed for raycast. ok. + + internal override void Initialize(CharInfo charInfo, LinkController controller, string name, Link link, UnityEvent onEnter, UnityEvent onExit) + { + t = this.transform; + t.SetParent(controller.superTextMesh.t); + go = this.gameObject; + tr = t.GetComponent(); + onClick = link.onClick; + this.onEnter = onEnter; + this.onExit = onExit; + t.name = name; + image = t.GetComponent(); + image.color = Color.clear; + bounds = new Bounds(charInfo.bounds.center, charInfo.bounds.size); + this.controller = controller; + SetBoundingBox(); + + Encapsulate(charInfo); + } + private void SetBoundingBox() + { + t.localPosition = bounds.min + bounds.size / 2f; + tr.sizeDelta = bounds.size; + } + internal override void Encapsulate(CharInfo charInfo) + { + bounds.Encapsulate(charInfo.bounds); + SetBoundingBox(); + + //this.line = charInfo.line; + this.linkIndex = charInfo.linkIndex; + this.lastCharacterIndex = charInfo.charIndex; + } + public void OnPointerClick(PointerEventData eventData) + { + OnClick(); + } + public void OnPointerEnter(PointerEventData eventData) + { + OnEnter(); + } + public void OnPointerExit(PointerEventData eventData) + { + OnExit(); + } + } +} + diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectUI.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Links/LinkObjectUI.cs.meta new file mode 100644 index 00000000..0a4defbb --- /dev/null +++ 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automatically to + another SuperTextMesh! Make sure a vertical limit is set, and the vertical limit + mode is set to \"cut off\".\n\nIn publishing and graphic design, lorem ipsum + is a placeholder text commonly used to demonstrate the visual form of a document + or a typeface without relying on meaningful content. Lorem ipsum may be used before + final copy is available, but it may also be used to temporarily replace copy in + a process called greeking, which allows designers to consider form without the + meaning of the text influencing the design.\r\n\r\nLorem ipsum is typically a + corrupted version of De finibus bonorum et malorum, a first-century BC text by + Cicero, with words altered, added, and removed to make it nonsensical, improper + Latin.\r\n\r\nVersions of the lorem ipsum text have been used in typesetting at + least since the 1960s, when it was popularized by advertisements for Letraset + transfer sheets. Lorem ipsum was introduced to the digital world in the mid-1980s + when Aldus employed it in graphic and word-processing templates for its desktop + publishing program PageMaker. Other popular word processors including Pages and + Microsoft Word have since adopted lorem ipsum as well. The Adobe corporation also + uses lorem ipsum as a placeholder text in their Photoshop product!" + drawText: "Use the STMPagination script to overflow text automatically to another + SuperTextMesh! Make sure a vertical limit is set, and the vertical limit mode + is set to \"cut off\".\n\nIn publishing and graphic design, lorem ipsum is a placeholder + text commonly used to demonstrate the visual form of a document or a typeface + without relying on meaningful content. Lorem ipsum may be used before final copy + is available, but it may also be used to temporarily replace copy in a process + called greeking, which allows designers to consider form without the meaning of + the text influencing the design.\r\n\r\nLorem ipsum is typically a corrupted version + of De finibus bonorum et malorum, a first-century BC text by Cicero, with words + altered, added, and removed to make it nonsensical, improper Latin.\r\n\r\nVersions + of the lorem ipsum text have been used in typesetting at least since the 1960s, + when it was popularized by advertisements for Letraset transfer sheets. Lorem + ipsum was introduced to the digital world in the mid-1980s when Aldus employed + it in graphic and word-processing templates for its desktop publishing program + PageMaker. Other popular word processors including Pages and Microsoft Word have + since adopted lorem ipsum as well. The Adobe corporation also uses lorem ipsum + as a placeholder text in their Photoshop product!" + hyphenedText: 'Use the STMPagination script to overflow text automatically + + to another SuperTextMesh! Make sure a vertical limit is set, + + and the vertical limit mode is set to "cut off". + + + In publishing and graphic design, lorem ipsum is a + + placeholder text commonly used to demonstrate the visual + + form of a document or a typeface without relying on + + meaningful content. 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Lorem ipsum was introduced to the digital world in the mid-1980s + when Aldus employed it in graphic and word-processing templates for its desktop + publishing program PageMaker. Other popular word processors including Pages and + Microsoft Word have since adopted lorem ipsum as well. 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a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/Pagination.unity.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/Pagination.unity.meta new file mode 100644 index 00000000..6ae23433 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/Pagination.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 89ef666a8f7af6c4192a4f1351939174 +timeCreated: 1624084089 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/STMPagination.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/STMPagination.cs new file mode 100644 index 00000000..7c6e4da6 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/STMPagination.cs @@ -0,0 +1,39 @@ +//Copyright (c) 2016-2020 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(SuperTextMesh))] +public class STMPagination : MonoBehaviour { + public SuperTextMesh originalText; + public SuperTextMesh overflowText; + + public void Awake(){ + //clear on runtime + overflowText.text = ""; + } + public void OverflowLeftovers(){ + overflowText.text = originalText.leftoverText.TrimStart(); + //if there's no text, Rebuild() doesn't get called anyway + //use TrimStart() to remove any spaces that might have carried over. + } + //is this implementation better? causes errors when the object isn't defined... + //sort of a non-issue tho, an error *should* be returned if the next text field isn't defined! + public void OverflowLeftovers(SuperTextMesh stm) + { + overflowText.text = stm.leftoverText.TrimStart(); + } + + public void Reset() + { + originalText = GetComponent(); + } + //update, just use delegate events to subscibe automatically! + public void OnEnable() + { + originalText.OnCompleteEvent += OverflowLeftovers; + } + public void OnDisable() + { + originalText.OnCompleteEvent -= OverflowLeftovers; + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/STMPagination.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/STMPagination.cs.meta new file mode 100644 index 00000000..2cddc294 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pagination/STMPagination.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 531bcf20346eb5a44882cb8b4ec9c57a +timeCreated: 1515406240 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse.meta new file mode 100644 index 00000000..df5926b3 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: eaa88fd9a3608e64292fed28658bec4e +folderAsset: yes +timeCreated: 1624253981 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse.cs new file mode 100644 index 00000000..24e7c23b --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse.cs @@ -0,0 +1,10 @@ +using UnityEngine; +using System.Collections; + +public class STMPreParse : MonoBehaviour { + public string addToStart = ""; + public void Parse(STMTextContainer x){ + + x.text = addToStart + x.text; + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse.cs.meta new file mode 100644 index 00000000..d570e02b --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 701ff3e5936644d4a953c44c90c92e7f +timeCreated: 1519174185 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse2.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse2.cs new file mode 100644 index 00000000..18c6ca8a --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse2.cs @@ -0,0 +1,10 @@ +using UnityEngine; +using System.Collections; + +public class STMPreParse2 : MonoBehaviour { + public string addToEnd = ""; + public void Parse(STMTextContainer x){ + + x.text = x.text + addToEnd; + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse2.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse2.cs.meta new file mode 100644 index 00000000..6a6590cd --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParse2.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6f40085514eca2c419a9d01bd362bac7 +timeCreated: 1519176599 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParseEffect.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParseEffect.cs new file mode 100644 index 00000000..faec6815 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParseEffect.cs @@ -0,0 +1,30 @@ +//Copyright (c) 2020 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(SuperTextMesh))] +public class STMPreParseEffect : MonoBehaviour +{ + + public SuperTextMesh superTextMesh; + public string colorName = "rainbow"; + + void Reset() + { + superTextMesh = GetComponent(); + } + + void OnEnable() + { + superTextMesh.OnPreParse += AddTag; + } + void OnDisable() + { + superTextMesh.OnPreParse -= AddTag; + } + void AddTag(STMTextContainer container) + { + //add tag to start of container text + container.text = "" + container.text; + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParseEffect.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParseEffect.cs.meta new file mode 100644 index 00000000..431d6061 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreParseEffect.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 26e4c229eef0e294588dd21c3df15a12 +timeCreated: 1585197197 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreparse3.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreparse3.cs new file mode 100644 index 00000000..c77d14bb --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Pre Parse/STMPreparse3.cs @@ -0,0 +1,89 @@ +using UnityEngine; +using System.Collections; + +public class STMPreparse3 : MonoBehaviour { + + public string textTag = "transcribe"; + public void Parse(STMTextContainer x) + { + string startTag = "<" + textTag + ">"; + string endTag = ""; + + int startingPoint; + int endingPoint; + + do + { + startingPoint = x.text.IndexOf(startTag); + endingPoint = startingPoint > -1 ? x.text.IndexOf(endTag,startingPoint) : -1; //get tag after starting tag point + //optional, where this tag ends + if(endingPoint == -1) + { + endingPoint = x.text.Length; + } + else + { + //remove tag + x.text = x.text.Remove(endingPoint, endTag.Length); + //ending point is already accurate + } + //if this tag exists in STM's string... + if(startingPoint > -1) + { + //remove tag + x.text = x.text.Remove(startingPoint, startTag.Length); + //push backwards + endingPoint -= startTag.Length; + + //actually modify text + Replace(x, startingPoint, endingPoint); + } + } + //repeat while the tag still exists in the string + while(startingPoint > -1); + + } + void Replace(STMTextContainer x, int startingPoint, int endingPoint) + { + //int originalLength = x.text.Length; + int skippedChars = startingPoint; + bool parsingOn = true; + //go thru string + for(int i=startingPoint; i") + { + //turn back on + parsingOn = true; + } + //is this a letter that should be replaced? + if(parsingOn) + { + //replace specific characters with sequences + //for this example, compare all letters as uppercase letters + switch(x.text[skippedChars].ToString().ToUpper()) + { + case "A": replaceValue = "aaa"; break; + case "B": replaceValue = "bbb"; break; + //etc etc... + } + //remove original character + x.text = x.text.Remove(skippedChars, 1); + //replace with sequence + x.text = 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Try + changing the quality and see what happens! Changing the "blend" value + also makes some cool effects. + drawText: Here's a Super Text Mesh with some non-converted fonts on it. Try changing + the quality and see what happens! Changing the "blend" value also makes some cool + effects. + hyphenedText: 'Here''s a Super Text Mesh with some non- + + converted fonts on it. Try changing the quality + + and see what happens! 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Try + changing the quality and see what happens! 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SDF rendering + takes the "blurry" parts of a font texture, and attempts to make them sharp. Try + editing some of the variables in the "Material" tab on this GameObject! + + This font in particular has been converted to work specifically with SDF Mode + (Look for how to do this in the documentation!) but you can also enable SDF Mode + on non-SDF fonts, too... to varying effects at different quality levels.' + drawText: 'This Super Text Mesh is using a material with "SDF" mode enabled. SDF + rendering takes the "blurry" parts of a font texture, and attempts to make them + sharp. Try editing some of the variables in the "Material" tab on this GameObject! + + This font in particular has been converted to work specifically with SDF Mode + (Look for how to do this in the documentation!) but you can also enable SDF Mode + on non-SDF fonts, too... to varying effects at different quality levels.' + hyphenedText: 'This Super Text Mesh is using a material with "SDF" mode + + enabled. SDF rendering takes the "blurry" parts of a font + + texture, and attempts to make them sharp. Try editing + + some of the variables in the "Material" tab on this + + GameObject! + + This font in particular has been converted to work + + specifically with SDF Mode (Look for how to do this in the + + documentation!) but you can also enable SDF Mode on + + non-SDF fonts, too... to varying effects at different + + quality levels.' + font: {fileID: 12800000, guid: 92af8c94974284c4388316b4f89b4f02, type: 2} + _color32: + serializedVersion: 2 + rgba: 4294967295 + _color: {r: 1, g: 1, b: 1, a: 1} + forceAnimation: 0 + richText: 1 + readDelay: 0 + speedReadScale: 2 + ignoreTimeScale: 1 + disableAnimatedText: 0 + drawAnimName: Appear + unreadDelay: 0.05 + undrawOrder: 1 + undrawAnimName: Appear + audioSource: {fileID: 0} + audioClips: [] + stopPreviousSound: 1 + pitchMode: 0 + overridePitch: 1 + minPitch: 0.9 + maxPitch: 1.2 + speedReadPitch: 0 + perlinPitchMulti: 1 + reading: 0 + unreading: 0 + size: 0.5 + bestFitMulti: 1 + quality: 64 + filterMode: 1 + maskMode: 0 + style: 0 + baseOffset: {x: 0, y: 0, z: 0} + relativeBaseOffset: 1 + lineSpacing: 1 + characterSpacing: 0 + tabSize: 4 + autoWrap: 12.34 + uiWrap: 1 + uiLimit: 1 + breakText: 0 + insertHyphens: 1 + anchor: 1 + alignment: 0 + verticalLimit: 0 + verticalLimitMode: 2 + leftoverText: + textMaterial: {fileID: 2100000, guid: bbbf8a79fe902094a9571defc4efb377, type: 2} + textMesh: {fileID: 1842552361} + rawTopLeftBounds: {x: 6.17, y: 0, z: 0} + rawBottomRightBounds: {x: -6.17, y: 5, z: 0} + rawBottomRightTextBounds: {x: 12.234375, y: -5, z: 0} + topLeftBounds: {x: -6.17, y: 4.48, z: 0} + topRightBounds: {x: 6.17, y: 4.48, z: 0} + bottomLeftBounds: {x: -6.17, y: -0.52, z: 0} + bottomRightBounds: {x: 6.17, y: -0.52, z: 0} + centerBounds: {x: 0, y: 1.98, z: 0} + topLeftTextBounds: {x: -6.17, y: 4.48, z: 0} + topRightTextBounds: {x: 6.064375, y: 4.48, z: 0} + bottomLeftTextBounds: {x: -6.17, y: -0.52, z: 0} + bottomRightTextBounds: {x: 6.064375, y: -0.52, z: 0} + centerTextBounds: {x: -0.052812576, y: 1.98, z: 0} + finalTopLeftTextBounds: {x: -6.17, y: 4.48, z: 0} + finalTopRightTextBounds: {x: 6.064375, y: 4.48, z: 0} + finalBottomLeftTextBounds: {x: -6.17, y: -0.52, z: 0} + finalBottomRightTextBounds: {x: 6.064375, y: -0.52, z: 0} + finalCenterTextBounds: {x: -0.052812576, y: 1.98, z: 0} + unwrappedBottomRightTextBounds: {x: 49.625, y: -1, z: 0} + onCompleteEvent: + m_PersistentCalls: + m_Calls: [] + onUndrawnEvent: + m_PersistentCalls: + m_Calls: [] + onRebuildEvent: + m_PersistentCalls: + m_Calls: [] + onPrintEvent: + m_PersistentCalls: + m_Calls: [] + onCustomEvent: + m_PersistentCalls: + m_Calls: [] + onVertexMod: + m_PersistentCalls: + m_Calls: [] + onPreParse: + m_PersistentCalls: + m_Calls: [] + debugMode: 0 + totalReadTime: 0.00001 + totalUnreadTime: 0.00001 + currentReadTime: 0.00001 + autoRead: 1 + rememberReadPosition: 1 + autoQuality: 0 + drawOrder: 0 + removeEmoji: 1 + rtl: 0 + _fade: 1 + bestFit: 0 + latestNumber: 463 + currentUnReadTime: 0 + preParsedText: 'This Super Text Mesh is using a material with "SDF" mode enabled. + SDF rendering takes the "blurry" parts of a font texture, and attempts to make + them sharp. 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+ void Start () { + advanceKeyStartScale = advanceKeySprite.transform.localScale; + Apply(); + } + public void CompletedDrawing(){ + Debug.Log("I completed reading! Done!"); + } + public void CompletedUnreading(){ + Debug.Log("I completed unreading!! Bye!"); + Apply(); //go to next line + } + public void Apply () { + + //isDoneFading = false; + if((currentLine == lines.Length)) + { + chatPanel.gameObject.SetActive(false); + } + textMesh.Text = lines[currentLine]; //invoke accessor so rebuild() is called + currentLine++; //move to next line of dialogue... + } + void Update () { + if(Input.GetKey(advanceKey)){ + advanceKeySprite.transform.localScale = advanceKeyScale; //scale key if held + }else{ + advanceKeySprite.transform.localScale = Vector3.Lerp(advanceKeySprite.transform.localScale, advanceKeyStartScale, Time.deltaTime * advanceKeyTime); + } + if(Input.GetKeyDown(advanceKey)){ + if(textMesh.reading){ //is text being read out, and player has lifted up the key in this block of text? + textMesh.SpeedRead(); //show all text, or speed up + } + if(!textMesh.reading && !textMesh.unreading){ //call Continue(), if no need to continue, advance to next box. only when button is pressed, too + if(!textMesh.Continue()){ + textMesh.UnRead(); + }else{ + Debug.Log("CONTINUING NOW"); + } + } + } + if(Input.GetKeyUp(advanceKey)){ + textMesh.RegularRead(); //return to normal reading speed, if possible. + } + } +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/StageScene/STMDialogueSample.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/StageScene/STMDialogueSample.cs.meta new file mode 100644 index 00000000..8a01e0b2 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/StageScene/STMDialogueSample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fdfa1709fa97e41c8b71b441beb3fbf0 +timeCreated: 1459114574 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/StageScene/STMEventInterpreter.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/StageScene/STMEventInterpreter.cs new file mode 100644 index 00000000..0b18f9d0 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/StageScene/STMEventInterpreter.cs @@ -0,0 +1,98 @@ +//Copyright (c) 2017-2018 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +/* +Make SURE!!!!!! that this is added as a DYNAMIC event!!! +When adding events, it'll give you two lists to choose from, with a divider in the middle. +Dynamic events are ABOVE static events in the menu! +*/ +public class STMEventInterpreter : MonoBehaviour { + private SuperTextMesh _stm; + public SuperTextMesh stm + { + get + { + if(_stm == null) _stm = transform.GetComponent(); + return _stm; + } + } + public GameObject confetti; + public AudioSource au; + public AudioClip myClip; + public STMSampleLink link; + private List allLinks = new List(); //so links can be deleted on rebuild + private List allBGs = new List(); + public SpriteRenderer bgPrefab; + //public string seperator = "="; + //public string audioTag = "a"; + public void SayMessage() + { + Debug.Log("Saying message!"); + } + + public void DoEvent(string s, STMTextInfo info){ //the string from the event, index of the letter in the string, world position of this letter, position of bottom-left corner + //To get specific parts of a letter, if this script is on the same gameObject as the text mesh. (for position) + //Vector3 myPos = info.pos + transform.position; + //Vector3 centerPos = info.Middle + transform.position; + //Vector2 letterSize = new Vector2(info.TopRightVert.x - info.pos.x, info.TopRightVert.y - info.pos.y); + Vector3 pos = info.Middle + transform.position; + Vector3 rawPos = info.BottomLeftVert + transform.position; + /* + string myTag = audioTag + seperator; + if(myTag.Length <= s.Length && s.Substring(0,myTag.Length) == myTag){ //first two characters are "a="? + string playString = "mySound"; + if(myTag.Length + playString.Length <= s.Length && s.Substring(audioTag.Length + seperator.Length, playString.Length) == playString){ + Debug.Log("Playing sound!"); + }else{ + Debug.Log("Unknown audio event!"); + } + */ + if(s.Contains("printpos")){ + //Debug.Log(rawPos); //print the position of this letter. + Debug.Log(info.rawIndex.ToString() + " " + info.readTime.ToString() + " " + s); //print raw integer of letter + Debug.DrawLine(rawPos, rawPos+Vector3.down, Color.red, 10.0f, false); //draw a line from the corner of this letter, down + } + else if(s == "transcribe") + { + // info. + } + else if(s == "link"){ + Vector3 cornerPos = info.pos + transform.position + new Vector3((info.TopRightVert.x - info.pos.x) / 2f, info.size.y / 2f, 0f); //align to row + STMSampleLink newLink = Instantiate(link, cornerPos, link.transform.rotation) as STMSampleLink; //create line position + newLink.linkName = "Custom Link Address!"; //change the string + newLink.transform.localScale = new Vector3(info.size.x, info.size.y, 0.5f); //just make it square + allLinks.Add(newLink); //remember, so it can be destroyed + } + else if(s.Length >= 2 && s.Substring(0,2) == "bg"){ + Vector3 cornerPos = info.pos + transform.position + new Vector3((info.TopRightVert.x - info.pos.x) / 2f, info.size.y / 2f, 0.2f); //align to row + SpriteRenderer newBG = Instantiate(bgPrefab, cornerPos, bgPrefab.transform.rotation) as SpriteRenderer; //create line position + newBG.color = Color.red; //change the color + newBG.transform.localScale = new Vector3(info.size.x, info.size.y, 0.5f); //just make it square + allBGs.Add(newBG); //remember, so it can be destroyed + } + else if(s == "confetti"){ + Instantiate(confetti,pos,confetti.transform.rotation); //spawn a prefab at the letter's location + } + else if(s == "playSound"){ + Debug.Log("Playing sound!"); + au.PlayOneShot(myClip,1f); //alt way of playing clips, for example + } + else{ + Debug.Log("Unknown event: '" + s + "'"); + } + } + public void ClearLinks(){ //destroy all link objects that were generated + for(int i=0; i + + + + Blender User + Blender 2.76.0 commit date:2015-10-11, commit time:06:55, hash:48f7dd6 + + 2016-04-30T21:14:11 + 2016-04-30T21:14:11 + + Z_UP + + + + + + + 49.13434 + 1.777778 + 0.1 + 100 + + + + + + 0 + 0 + 0 + + + + + + + + + 1 1 1 + 1 + 0 + 0.00111109 + + + + + 0.000999987 + 1 + 0.1 + 0.1 + 1 + 1 + 1 + 2 + 0 + 1 + 1 + 1 + 1 + 1 + 0 + 2880 + 2 + 30.002 + 1.000799 + 0.04999995 + 29.99998 + 1 + 2 + 0 + 0 + 1 + 1 + 1 + 1 + 8192 + 1 + 1 + 0 + 1 + 1 + 1 + 3 + 0 + 0 + 0 + 0 + 0 + 1 + 1 + 1 + 3 + 0.15 + 75 + 1 + 1 + 0 + 1 + 1 + 0 + + + + + + + + + + + + 0 0 0 1 + + + 0 0 0 1 + + + 0.64 0.64 0.64 1 + + + 0.5 0.5 0.5 1 + + + 50 + + + 1 + + + + + + + + + + + 0 0 0 1 + + + 0 0 0 1 + + + 0.64 0.2181174 0.002537236 1 + + + 0.5 0.5 0.5 1 + + + 50 + + + 1 + + + + + + + + + + + + + + + + + + + -22 -10 0 10 -10 0 -22 10 0 10 10 0 + + + + + + + + + + 0 0 1 + + + + + + + + + + 0.999921 7.90444e-5 0.999921 0.9999802 7.9104e-5 0.9999802 7.90444e-5 7.9104e-5 0.999921 7.90444e-5 7.9104e-5 0.9999802 + + + + + + + + + + + + + + + 3 3 +

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b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Typing Input/STMInputStringDemo.cs @@ -0,0 +1,33 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; + +public class STMInputStringDemo : MonoBehaviour { + public SuperTextMesh rawstm; + public SuperTextMesh stm; + void Update () { + string c = Input.inputString; + if(Input.GetKeyDown(KeyCode.Backspace)){ + rawstm.text = rawstm.text.Substring(0, rawstm.text.Length-1); //remove last character + rawstm.Rebuild(); + } + for(int i=0, iL=c.Length; i 0){ + // rawstm.text = rawstm.text.Substring(0, rawstm.text.Length-1); //remove last character + //} + }else{ + //if(c == '\n' || c == '\r'){ //enter key was pressed + + //} + rawstm.text += c[i].ToString(); + } + } + if(c.Length > 0){ + rawstm.Rebuild(); + } + } + public void UpdateBox(){ + stm.Text = rawstm.text; + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Typing Input/STMInputStringDemo.cs.meta 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(font quality / pixel-per-unit + ratio) Your line spacing value should be a multiple of 0.01. (size of one pixel + at 100 pixels-per-unit) + + + Check out Unity''s pixel-perfect camera for pixel art games, it works well for + this! + + + Text that is anchored to the top-left will more consistently pixel snap if errors + pop up with other alignments.' + drawText: 'A note about using pixel fonts: If your game''s pixel-per-unit ratio + is 100, and your pixel font is 16 pixels tall, set your text mesh''s quality to + 16 to match, and set the font''s size to a multiple of 0.16. (font quality / pixel-per-unit + ratio) Your line spacing value should be a multiple of 0.01. (size of one pixel + at 100 pixels-per-unit) + + + Check out Unity''s pixel-perfect camera for pixel art games, it works well for + this! + + + Text that is anchored to the top-left will more consistently pixel snap if errors + pop up with other alignments.' + hyphenedText: 'A note about using pixel fonts: If your game''s pixel-per-unit ratio + is 100, + + and your pixel font is 16 pixels tall, set your text mesh''s quality to 16 to + + match, and set the font''s size to a multiple of 0.16. (font quality / pixel- + + per-unit ratio) Your line spacing value should be a multiple of 0.01. 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stm.topLeftTextBounds.x; + size.y = -stm.bottomRightTextBounds.y + stm.topLeftTextBounds.y; + + } + else if(rectToMatch == RectToMatch.FinalBounds) + { + size.x = stm.finalBottomRightTextBounds.x - stm.topLeftTextBounds.x; + size.y = -stm.finalBottomRightTextBounds.y + stm.topLeftTextBounds.y; + } + else + { + size.x = stm.bottomRightBounds.x - stm.topLeftBounds.x; + size.y = -stm.bottomRightBounds.y + stm.topLeftBounds.y; + } + size.x += padding.x; + size.y += padding.y; + offset.x = stm.t.position.x + stm.rawTopLeftBounds.x + stm.rawBottomRightBounds.x * 2f - (padding.x / 2f); + offset.y = stm.t.position.y - size.y - stm.rawTopLeftBounds.y + (padding.y / 2f); + tr.sizeDelta = size; + tr.position = offset; + tr.pivot = Vector2.zero; + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/UI Rect Match/STMMatchRect.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/UI Rect Match/STMMatchRect.cs.meta new file mode 100644 index 00000000..3da57a63 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/UI Rect Match/STMMatchRect.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0d30a99236c8cc646b22c8b4873a1b05 +timeCreated: 1551662939 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough.meta new file mode 100644 index 00000000..f1dc02aa --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c01d1ba9e68c8884eba21dbdd288e92a +folderAsset: yes +timeCreated: 1599160947 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough/Line.prefab b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough/Line.prefab new file mode 100644 index 00000000..b36baae0 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough/Line.prefab @@ -0,0 +1,81 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &123240 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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info.pos.x) / 2f,0f,-0.01f) + underlineDistance; //align to row + SpriteRenderer newLine = Instantiate(linePrefab, cornerPos, linePrefab.transform.rotation) as SpriteRenderer; + newLine.transform.SetParent(transform); + //resize to letter + Vector3 newScale = new Vector3(underlineWidth, underlineThickness, 1f); + newLine.transform.localScale = newScale; + newLine.color = underlineColor; + allUnderlines.Add(newLine); + } + else if(s == "strike" || s == "strikethrough") + { + Vector3 cornerPos = info.pos + transform.position + new Vector3((info.TopRightVert.x - info.pos.x) / 2f, info.size.y * strikethruHeight, -0.01f); //align to row + SpriteRenderer newLine = Instantiate(linePrefab, cornerPos, linePrefab.transform.rotation) as SpriteRenderer; + newLine.transform.SetParent(transform); + Vector3 newScale = new Vector3(strikethruWidth, strikethruThickness, 1f); + newLine.transform.localScale = newScale; + newLine.color = strikethruColor; + allStrikethrus.Add(newLine); + } + } + + public void ClearUnderlines()//destroy all link objects that were generated + { + for(int i=0; iUnderline and strikethrough sample! 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offset: 0 + size: 0 + path: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough/UnderlineStrikethroughCustomEvent.unity.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough/UnderlineStrikethroughCustomEvent.unity.meta new file mode 100644 index 00000000..355c71c0 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Underline and Strikethrough/UnderlineStrikethroughCustomEvent.unity.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 61be54ef7712fdd4b9412b8582152385 +timeCreated: 1539975824 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Vertical Writing.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Vertical Writing.meta new file mode 100644 index 00000000..8112d8ef --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Vertical Writing.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 594e13e654e40354dbc79af25ec98769 +folderAsset: yes +timeCreated: 1623992226 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Vertical Writing/STMVerticalWriting.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Vertical Writing/STMVerticalWriting.cs new file mode 100644 index 00000000..02bf484a --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Sample/Vertical Writing/STMVerticalWriting.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using System.Collections; + +public class STMVerticalWriting : MonoBehaviour { + public Vector3 eulerRotation; + public void RotateLetters(Vector3[] verts, Vector3[] middles, Vector3[] positions){ + for(int i=0, iL=middles.Length; i 0f){ + //EditorGUILayout.PropertyField(animCurve); + animCurve = EditorGUILayout.CurveField("Anim Curve", animCurve); + EditorGUILayout.PropertyField(startScale); + EditorGUILayout.PropertyField(startOffset); + } + EditorGUILayout.PropertyField(fadeTime); + if(fadeTime.floatValue > 0f){ + //EditorGUILayout.PropertyField(fadeCurve); + fadeCurve = EditorGUILayout.CurveField("Fade Curve", fadeCurve); + } + EditorGUILayout.PropertyField(startColor); + + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMDrawAnimData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMDrawAnimData.cs.meta new file mode 100644 index 00000000..8329b864 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMDrawAnimData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0b12c27b1357d41138e98d67703a0cc3 +timeCreated: 1477726107 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMFontData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMFontData.cs new file mode 100644 index 00000000..be5cadfe --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMFontData.cs @@ -0,0 +1,57 @@ +//Copyright (c) 2016-2018 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Font Data", menuName = "Super Text Mesh/Font Data", order = 1)] +public class STMFontData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + //public string name; + public Font font; + [Tooltip("if new quality level should be used, or to use mesh default. Automatically disabled for non-dynamic fonts.")] + public bool overrideQuality = false; + [Tooltip("Only affects dynamic fonts.")] + [Range(1,512)] public int quality = 64; + [Tooltip("Whether or not the filter mode should be overridden for this font. Be wary that having the same font use different filter modes in a scene might render strange.")] + public bool overrideFilterMode = false; + public FilterMode filterMode = FilterMode.Bilinear; //default + + public STMFontData(Font font){ + this.font = font; + } + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Font Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(serializedData.FindProperty("font")); + if(this.font != null){ + if(!this.font.dynamic){ + EditorGUI.BeginDisabledGroup(!this.font.dynamic); + EditorGUILayout.PropertyField(serializedData.FindProperty("overrideQuality")); //for show + this.quality = EditorGUILayout.IntSlider("Quality",this.font.fontSize,1,512); //set to default + EditorGUI.EndDisabledGroup(); + }else{ + EditorGUILayout.PropertyField(serializedData.FindProperty("overrideQuality")); + EditorGUI.BeginDisabledGroup(!this.overrideQuality); + EditorGUILayout.PropertyField(serializedData.FindProperty("quality")); + EditorGUI.EndDisabledGroup(); + } + EditorGUILayout.PropertyField(serializedData.FindProperty("overrideFilterMode")); + EditorGUI.BeginDisabledGroup(!this.overrideFilterMode); + EditorGUILayout.PropertyField(serializedData.FindProperty("filterMode")); + EditorGUI.EndDisabledGroup(); + } + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMFontData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMFontData.cs.meta new file mode 100644 index 00000000..e9044bc3 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMFontData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e7466e541f33e4dd1b494ce34f9ca552 +timeCreated: 1477726122 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMGradientData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMGradientData.cs new file mode 100644 index 00000000..e36e1377 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMGradientData.cs @@ -0,0 +1,47 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Gradient Data", menuName = "Super Text Mesh/Gradient Data", order = 1)] +public class STMGradientData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + //public string name; + public Gradient gradient; + public float gradientSpread = 0.1f; + public float scrollSpeed = 0.0f; //can be negative, or 0 + public GradientDirection direction = GradientDirection.Horizontal; //TODO vertical gradients are kinda dumb, maybe remove them? or make em grab from diff, more consistent positions... + public enum GradientDirection{ + Horizontal, + Vertical + } + public bool smoothGradient = true; + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Gradient Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //gather parts for this data: + SerializedProperty gradient = serializedData.FindProperty("gradient"); + SerializedProperty gradientSpread = serializedData.FindProperty("gradientSpread"); + SerializedProperty scrollSpeed = serializedData.FindProperty("scrollSpeed"); + SerializedProperty direction = serializedData.FindProperty("direction"); + SerializedProperty smoothGradient = serializedData.FindProperty("smoothGradient"); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(gradient); + EditorGUILayout.PropertyField(gradientSpread); + EditorGUILayout.PropertyField(scrollSpeed); + EditorGUILayout.PropertyField(direction); + EditorGUILayout.PropertyField(smoothGradient); + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMGradientData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMGradientData.cs.meta new file mode 100644 index 00000000..3d60a6d9 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMGradientData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 85d7c067d8e324345ad5536ec2726104 +timeCreated: 1477726138 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMJitterData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMJitterData.cs new file mode 100644 index 00000000..fce9e347 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMJitterData.cs @@ -0,0 +1,52 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Jitter Data", menuName = "Super Text Mesh/Jitter Data", order = 1)] +public class STMJitterData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + //public string name; + public float amount; + public bool perlin = false; + public float perlinTimeMulti = 20f; + public AnimationCurve distance = new AnimationCurve(new Keyframe(0f,0f,1f,1f), new Keyframe(1f,1f,1f,1f)); //genereate linear curve //how far the jitter will travel from the origin, on average + public AnimationCurve distanceOverTime = new AnimationCurve(new Keyframe(0f,1f,0f,0f), new Keyframe(1f,1f,0f,0f)); + [Range(0.0001f, 100f)] + public float distanceOverTimeMulti = 1f; + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Jitter Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //gather parts for this data: + SerializedProperty amount = serializedData.FindProperty("amount"); + SerializedProperty perlin = serializedData.FindProperty("perlin"); + SerializedProperty perlinTimeMulti = serializedData.FindProperty("perlinTimeMulti"); + //SerializedProperty distance = serializedData.FindProperty("distance"); + //SerializedProperty distanceOverTime = serializedData.FindProperty("distanceOverTime"); + SerializedProperty distanceOverTimeMulti = serializedData.FindProperty("distanceOverTimeMulti"); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this, stm); + //the rest: + EditorGUILayout.PropertyField(amount); + EditorGUILayout.PropertyField(perlin); + if(perlin.boolValue){ + EditorGUILayout.PropertyField(perlinTimeMulti); + } + //EditorGUILayout.PropertyField(distance); + //EditorGUILayout.PropertyField(distanceOverTime); + distance = EditorGUILayout.CurveField("Distance", distance); + distanceOverTime = EditorGUILayout.CurveField("Distance Over Time", distanceOverTime); + + EditorGUILayout.PropertyField(distanceOverTimeMulti); + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMJitterData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMJitterData.cs.meta new file mode 100644 index 00000000..25747909 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMJitterData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 70223a3223e564846983133e7ef11836 +timeCreated: 1477726152 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMMaterialData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMMaterialData.cs new file mode 100644 index 00000000..391e1315 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMMaterialData.cs @@ -0,0 +1,34 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Material Data", menuName = "Super Text Mesh/Material Data", order = 1)] +public class STMMaterialData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + //public string name; + public Material material; + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Material Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //gather parts for this data: + SerializedProperty material = serializedData.FindProperty("material"); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(material); + if(this.material != null){ + STMCustomInspectorTools.DrawMaterialEditor(this.material); + } + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMMaterialData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMMaterialData.cs.meta new file mode 100644 index 00000000..e773a0e8 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMMaterialData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ac9ada15d036b479288f481d8aa0d939 +timeCreated: 1477726122 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMQuadData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMQuadData.cs new file mode 100644 index 00000000..212a302a --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMQuadData.cs @@ -0,0 +1,159 @@ +//Copyright (c) 2016-2018 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Quad Data", menuName = "Super Text Mesh/Quad Data", order = 1)] +public class STMQuadData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + public Texture texture; //materials should automatically join if texture matches + [Tooltip("If a quad is a silhouette, it won't use the color from its texture, just the alpha. If it's a silhouette, it can be effected by text color.")] + public bool silhouette = false; + public bool overrideFilterMode = false; + public FilterMode filterMode = FilterMode.Bilinear; //default + //[Range(1,64)] + + public int columns = 1; //how many columns it will have, MUST stay above 0 + public int rows = 1; + public int iconIndex = 0; //for non-animating icons + + + + public float animDelay = 0f; //delay between frames, if <= 0, no animation + public int[] frames; + //public int currentFrame = 0; //keep track of frame + public Vector2 size = Vector2.one; //1,1 means full width & height of a normal letter. determines spacing. + public Vector3 offset = Vector3.zero; + //public Vector2 tiling = Vector2.one; //the uvs of the texture to use + //public Vector2 offset = Vector2.zero; + public float advance; //spacing afterwards...? +/* + public Vector2 tiling{ //get the tiling for this texture + get{ + + } + } +*/ + public Vector3 TopLeftVert{ //shorthand for the corners + get{ + return new Vector3(0f, size.y, 0f) + offset; + } + } + public Vector3 TopRightVert{ //shorthand for the corners + get{ + return new Vector3(size.x, size.y, 0f) + offset; + } + } + public Vector3 BottomRightVert{ //shorthand for the corners + get{ + return new Vector3(size.x, 0f, 0f) + offset; + } + } + public Vector3 BottomLeftVert{ //shorthand for the corners + get{ + return new Vector3(0f, 0f, 0f) + offset; + } + } + public Vector3 Middle + { + get + { + return new Vector3(size.x * 0.5f, size.y * 0.5f, 0f) + offset; + } + } + + public Vector2 UvTopLeft(float myTime, int myIconIndex){ + return new Vector2(0f, uvSize.y) + UvOffset(myTime, myIconIndex); + } + public Vector2 UvTopRight(float myTime, int myIconIndex){ + return uvSize + UvOffset(myTime, myIconIndex); + } + public Vector2 UvBottomRight(float myTime, int myIconIndex){ + return new Vector2(uvSize.x, 0f) + UvOffset(myTime, myIconIndex); + } + public Vector2 UvBottomLeft(float myTime, int myIconIndex){ + return UvOffset(myTime, myIconIndex); + } + public Vector2 UvMiddle(float myTime, int myIconIndex) + { + return (uvSize * 0.5f) + UvOffset(myTime, myIconIndex); + } + private Vector2 uvSize { + get{ + return new Vector2(1f / (float)columns, 1f / (float)rows); + } + } + private Vector2 UvOffset(float myTime, int myIconIndex){ + FixColumnCount(); + /* + XNXX N would be at position "13" + XXOX O would be at position "10" + XXXX grid width is columns wide + XXXX use modulo + */ + if(myIconIndex < 0 && (columns > 1 || rows > 1) && animDelay > 0f && frames.Length > 0f){ + myIconIndex = frames[(int)Mathf.Floor(myTime / animDelay) % frames.Length]; //dont bother wrapping frames, since they're set manually + //myIconIndex %= (columns * columns); //wrap... + }else{ + myIconIndex = myIconIndex > -1 ? myIconIndex : iconIndex; //if it's greater than -1, use override + myIconIndex = myIconIndex % (columns * rows); //wrap it! + } + + //10.4 seconds in, 0.2 sec delay, get index 2 (3rd one) + + int row = (int)Mathf.Floor((float)myIconIndex / (float)columns); + //int row = myIconIndex % rows; + int column = myIconIndex % columns; + return new Vector2((float)column / (float)columns, (float)row / (float)rows); + } + void OnValidate(){ + FixColumnCount(); + } + void FixColumnCount(){ + if(columns < 1) columns = 1; + if(rows < 1)rows = 1; + } + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Quad Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(serializedData.FindProperty("texture")); + if(this.texture != null){ + EditorGUILayout.PropertyField(serializedData.FindProperty("silhouette")); + EditorGUILayout.PropertyField(serializedData.FindProperty("overrideFilterMode")); + EditorGUI.BeginDisabledGroup(!this.overrideFilterMode); + EditorGUILayout.PropertyField(serializedData.FindProperty("filterMode")); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.PropertyField(serializedData.FindProperty("columns")); + EditorGUILayout.PropertyField(serializedData.FindProperty("rows")); + EditorGUILayout.Space(); //////////////////SPACE + if(this.animDelay <= 0f){ + EditorGUILayout.PropertyField(serializedData.FindProperty("iconIndex")); //use single icon index + } + if(this.columns > 1){ + EditorGUILayout.PropertyField(serializedData.FindProperty("animDelay")); + if(this.animDelay > 0f){ + EditorGUILayout.PropertyField(serializedData.FindProperty("frames"), true); //iterate thru multiple + } + } + EditorGUILayout.Space(); //////////////////SPACE + } + EditorGUILayout.PropertyField(serializedData.FindProperty("size")); + EditorGUILayout.PropertyField(serializedData.FindProperty("offset")); + EditorGUILayout.PropertyField(serializedData.FindProperty("advance")); + EditorGUILayout.Space(); //////////////////SPACE + //FixColumnCount(); + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif + +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMQuadData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMQuadData.cs.meta new file mode 100644 index 00000000..949faa89 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMQuadData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fb0d5e84686d6439886d97dee7f26dc6 +timeCreated: 1477726173 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMSoundClipData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMSoundClipData.cs new file mode 100644 index 00000000..22eb622c --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMSoundClipData.cs @@ -0,0 +1,38 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Sound Clip Data", menuName = "Super Text Mesh/Sound Clip Data", order = 1)] +public class STMSoundClipData : ScriptableObject{ //for auto-clips. replacing text sounds + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + //[TextArea(2,3)] + //public string character; + [System.Serializable] + public class AutoClip{ //the same as an autoclip + public string name; + //public bool ignoreCase; + public AudioClip clip; + } + public List clips = new List(); + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Sound Clip Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //gather parts for this data: + SerializedProperty clips = serializedData.FindProperty("clips"); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(clips, true); + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMSoundClipData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMSoundClipData.cs.meta new file mode 100644 index 00000000..ddc706bc --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMSoundClipData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 96148ec3adfd14570a81c93fe91c018d +timeCreated: 1477726188 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMTextureData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMTextureData.cs new file mode 100644 index 00000000..d5449859 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMTextureData.cs @@ -0,0 +1,51 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Gradient Data", menuName = "Super Text Mesh/Texture Data", order = 1)] +public class STMTextureData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + //public string name; + public Texture texture; + public FilterMode filterMode; + public bool relativeToLetter = false; //will the texture be relative to each letter + public bool scaleWithText = false; + public Vector2 tiling = Vector2.one; //or scale + public Vector2 offset = Vector2.zero; + public Vector2 scrollSpeed = Vector2.one; + //public float speed = 0.5f; //scroll speed + //public float spread = 0.1f; //how far it stretches, in local + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Texture Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //gather parts for this data: + SerializedProperty texture = serializedData.FindProperty("texture"); + SerializedProperty filterMode = serializedData.FindProperty("filterMode"); + SerializedProperty relativeToLetter = serializedData.FindProperty("relativeToLetter"); + SerializedProperty scaleWithText = serializedData.FindProperty("scaleWithText"); + SerializedProperty tiling = serializedData.FindProperty("tiling"); + SerializedProperty offset = serializedData.FindProperty("offset"); + SerializedProperty scrollSpeed = serializedData.FindProperty("scrollSpeed"); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(texture); + EditorGUILayout.PropertyField(filterMode); + EditorGUILayout.PropertyField(relativeToLetter); + EditorGUILayout.PropertyField(scaleWithText); + EditorGUILayout.PropertyField(tiling); + EditorGUILayout.PropertyField(offset); + EditorGUILayout.PropertyField(scrollSpeed); + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMTextureData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMTextureData.cs.meta new file mode 100644 index 00000000..eda7b0e3 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMTextureData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cf25a9a2e538d41d3b0ffedbe5d85115 +timeCreated: 1477726205 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMUITextUpdater.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMUITextUpdater.cs new file mode 100644 index 00000000..86fea05c --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMUITextUpdater.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + +//updates STM text to match the value of UI text on enable. Mainly for integrating with hard-coded components, notably, UI dropdowns +public class STMUITextUpdater : MonoBehaviour { + + public Text uiText; + public SuperTextMesh stm; + private bool needsUpdate = true; + + void OnEnable() + { + needsUpdate = true; + } + void LateUpdate() + { + if(needsUpdate) + { + needsUpdate = true; + stm.text = uiText.text; + stm.gameObject.SetActive(uiText.enabled); //copy enabled status too + } + } + public void UpdateText() + { + needsUpdate = true; + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMUITextUpdater.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMUITextUpdater.cs.meta new file mode 100644 index 00000000..5589d58b --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMUITextUpdater.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c66e25484dbe5d648858244a1a6bd0bc +timeCreated: 1562225851 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 0733b8615ed8944c0bb333f42af94696, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMVoiceData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMVoiceData.cs new file mode 100644 index 00000000..670a97ef --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMVoiceData.cs @@ -0,0 +1,32 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[CreateAssetMenu(fileName = "New Voice Data", menuName = "Super Text Mesh/Voice Data", order = 1)] +public class STMVoiceData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = true; + #endif + //public string name; + [TextArea(3,10)] + public string text; + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Voice Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //gather parts for this data: + SerializedProperty text = serializedData.FindProperty("text"); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(text); + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMVoiceData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMVoiceData.cs.meta new file mode 100644 index 00000000..34d0a1af --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMVoiceData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 459612ab98e7d41989b8b399de35c407 +timeCreated: 1477726225 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMWaveData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMWaveData.cs new file mode 100644 index 00000000..2629ae80 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMWaveData.cs @@ -0,0 +1,214 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +#endif + +[System.Serializable] +public class STMWaveControl{ + #if UNITY_EDITOR + public bool showFoldout = false; + #endif + + public AnimationCurve curveX = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f,0f)); //unfortunately, there isn't a way to completely instantiate a sine/cos wave that loops in just one line of code, so I can't do that, here. no way to loop + public AnimationCurve curveY = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f,0f)); + public AnimationCurve curveZ = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f,0f)); + + public AnimationCurve multiOverTime = new AnimationCurve(new Keyframe(0f,1f,0f,0f), new Keyframe(1f,1f,0f,0f)); + [UnityEngine.Serialization.FormerlySerializedAs("offset")] + [Range(0f,1f)] + [Tooltip("Timing offset compared to other waves.")] + public float phase = 0f; //to be multiplied by 6. timing offset + [Tooltip("How fast the wave will move over time.")] + public Vector3 speed = Vector3.zero; //how wide the curve is... so how fast it'll animate + [Tooltip("Multiplier on the current wave value.")] + public Vector3 strength = Vector3.zero; //how far the curve will move the letters + [Tooltip("Timing difference between letters.")] + public Vector3 density = Vector3.zero; //how wide the curve is on letters? + //public Vector3 pivot = Vector3.zero; //origin point on this letter + #if UNITY_EDITOR + public void DrawInspector(string title) + { + if(showFoldout = EditorGUILayout.Foldout(showFoldout, title)) + { + //EditorGUILayout.PropertyField(position,true); + //draw manually to get around wave bug + + EditorGUI.indentLevel++; + + this.curveX = EditorGUILayout.CurveField("Curve X", this.curveX); + this.curveY = EditorGUILayout.CurveField("Curve Y", this.curveY); + this.curveZ = EditorGUILayout.CurveField("Curve Z", this.curveZ); + + this.phase = EditorGUILayout.Slider("Phase", this.phase, 0f, 1f); + this.speed = EditorGUILayout.Vector3Field("Speed", this.speed); + this.strength = EditorGUILayout.Vector3Field("Strength", this.strength); + this.density = EditorGUILayout.Vector3Field("Density", this.density); + + this.multiOverTime = EditorGUILayout.CurveField("Multi Over Time", this.multiOverTime); + + EditorGUI.indentLevel--; + } + } + #endif +} +[System.Serializable] +public class STMWaveRotationControl{ + #if UNITY_EDITOR + public bool showFoldout = false; + #endif + + public AnimationCurve curveZ = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f,0f)); + [Range(0f,1f)] + [Tooltip("Timing offset compared to other waves.")] + public float phase = 0f; //to be multiplied by 6. timing offset + [Tooltip("How fast the wave will move over time.")] + public float speed = 0f; //how wide the curve is... so how fast it'll animate + [Tooltip("Multiplier on the current wave value.")] + public float strength = 0f; //how far the curve will move the letters + [Tooltip("Timing difference between letters.")] + public float density = 0f; //how wide the curve is on letters? + [Tooltip("Origin position of this animation.")] + public Vector2 pivot = Vector2.zero; //origin point on this letter + + #if UNITY_EDITOR + public void DrawInspector(string title) + { + if(showFoldout = EditorGUILayout.Foldout(showFoldout, title)) + { + EditorGUI.indentLevel++; + + this.curveZ = EditorGUILayout.CurveField("Curve Z", this.curveZ); + + this.phase = EditorGUILayout.Slider("Phase", this.phase, 0f, 1f); + this.speed = EditorGUILayout.FloatField("Speed", this.speed); + this.strength = EditorGUILayout.FloatField("Strength", this.strength); + this.density = EditorGUILayout.FloatField("Density", this.density); + this.pivot = EditorGUILayout.Vector2Field("Pivot", this.pivot); + + EditorGUI.indentLevel--; + } + } + #endif +} +[System.Serializable] +public class STMWaveScaleControl{ + #if UNITY_EDITOR + public bool showFoldout = false; + #endif + + public AnimationCurve curveX = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f,0f)); + public AnimationCurve curveY = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f,0f)); + [Range(0f,1f)] + [Tooltip("Timing offset compared to other waves.")] + public float phase = 0f; //to be multiplied by 6. timing offset + [Tooltip("How fast the wave will move over time.")] + public Vector2 speed = Vector2.zero; //how wide the curve is... so how fast it'll animate + [Tooltip("Multiplier on the current wave value.")] + public Vector2 strength = Vector2.zero; //how far the curve will move the letters + [Tooltip("Timing difference between letters.")] + public Vector2 density = Vector2.zero; //how wide the curve is on letters? + [Tooltip("Origin position of this animation.")] + public Vector2 pivot = Vector2.zero; //origin point on this letter + + #if UNITY_EDITOR + public void DrawInspector(string title) + { + if(showFoldout = EditorGUILayout.Foldout(showFoldout, title)) + { + //EditorGUILayout.PropertyField(position,true); + //draw manually to get around wave bug + + EditorGUI.indentLevel++; + + this.curveX = EditorGUILayout.CurveField("Curve X", this.curveX); + this.curveY = EditorGUILayout.CurveField("Curve Y", this.curveY); + + this.phase = EditorGUILayout.Slider("Phase", this.phase, 0f, 1f); + this.speed = EditorGUILayout.Vector2Field("Speed", this.speed); + this.strength = EditorGUILayout.Vector2Field("Strength", this.strength); + this.density = EditorGUILayout.Vector2Field("Density", this.density); + this.pivot = EditorGUILayout.Vector2Field("Pivot", this.pivot); + + EditorGUI.indentLevel--; + } + } + #endif +} +[CreateAssetMenu(fileName = "New Wave Data", menuName = "Super Text Mesh/Wave Data", order = 1)] +public class STMWaveData : ScriptableObject{ + #if UNITY_EDITOR + public bool showFoldout = false; + #endif + //public string name; + public bool animateFromTimeDrawn = false; + + + public bool positionControl = true; + [UnityEngine.Serialization.FormerlySerializedAs("main")] + public STMWaveControl position; + [Tooltip("Use these below values?")] //this should be getting hidden but it's not... + public bool individualVertexControl = false; + //public bool showIndividualFoldouts = false; + public STMWaveControl topLeft; + public STMWaveControl topRight; + public STMWaveControl bottomLeft; + public STMWaveControl bottomRight; + + public bool rotationControl = false; + public STMWaveRotationControl rotation; + public bool scaleControl = false; + public STMWaveScaleControl scale; + + + #if UNITY_EDITOR + public void DrawCustomInspector(SuperTextMesh stm){ + Undo.RecordObject(this, "Edited STM Wave Data"); + var serializedData = new SerializedObject(this); + serializedData.Update(); + //gather parts for this data: + SerializedProperty animateFromTimeDrawn = serializedData.FindProperty("animateFromTimeDrawn"); + //SerializedProperty position = serializedData.FindProperty("position"); + //SerializedProperty rotation = serializedData.FindProperty("rotation"); + //SerializedProperty scale = serializedData.FindProperty("scale"); + SerializedProperty individualVertexControl = serializedData.FindProperty("individualVertexControl"); + SerializedProperty positionControl = serializedData.FindProperty("positionControl"); + SerializedProperty rotationControl = serializedData.FindProperty("rotationControl"); + SerializedProperty scaleControl = serializedData.FindProperty("scaleControl"); + //SerializedProperty topLeft = serializedData.FindProperty("topLeft"); + //SerializedProperty topRight = serializedData.FindProperty("topRight"); + //SerializedProperty bottomLeft = serializedData.FindProperty("bottomLeft"); + //SerializedProperty bottomRight = serializedData.FindProperty("bottomRight"); + //Title bar: + STMCustomInspectorTools.DrawTitleBar(this,stm); + //the rest: + EditorGUILayout.PropertyField(animateFromTimeDrawn); + EditorGUILayout.PropertyField(positionControl); + if(positionControl.boolValue){ + position.DrawInspector("Position"); + } + EditorGUILayout.PropertyField(rotationControl); + if(rotationControl.boolValue){ + rotation.DrawInspector("Rotation"); + } + EditorGUILayout.PropertyField(scaleControl); + if(scaleControl.boolValue){ + scale.DrawInspector("Scale"); + } + EditorGUILayout.PropertyField(individualVertexControl); + if(individualVertexControl.boolValue){ + //EditorGUILayout.PropertyField(topLeft,true); + //EditorGUILayout.PropertyField(topRight,true); + //EditorGUILayout.PropertyField(bottomLeft,true); + //EditorGUILayout.PropertyField(bottomRight,true); + topLeft.DrawInspector("Top Left"); + topRight.DrawInspector("Top Right"); + bottomLeft.DrawInspector("Bottom Left"); + bottomRight.DrawInspector("Bottom Right"); + } + EditorGUILayout.Space(); //////////////////SPACE + if(this != null)serializedData.ApplyModifiedProperties(); //since break; cant be called + } + #endif +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMWaveData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMWaveData.cs.meta new file mode 100644 index 00000000..bda1647d --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/Modules/STMWaveData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 794326dc24b7a4026af5ad915e9f99b7 +timeCreated: 1477726239 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMCustomInspectorTools.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMCustomInspectorTools.cs new file mode 100644 index 00000000..4a25eaf3 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMCustomInspectorTools.cs @@ -0,0 +1,303 @@ +//Copyright (c) 2016 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +#if UNITY_EDITOR +using UnityEditor; +using System.Linq; //for checking keywords array + +static class STMCustomInspectorTools { + public static void DrawTitleBar(UnityEngine.Object myObject, SuperTextMesh stm){ + if(myObject != null){ + EditorGUILayout.BeginHorizontal(); + //ping button: + if(GUILayout.Button("Ping")){ + //EditorUtility.FocusProjectWindow(); this doesn't work for some reason + EditorGUIUtility.PingObject(myObject); //select this object + } + //name: + EditorGUI.BeginChangeCheck(); + myObject.name = EditorGUILayout.DelayedTextField(myObject.name); + if(EditorGUI.EndChangeCheck()){ + AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(myObject), myObject.name); + //Undo.RecordObject (myObject, "Change Asset Name"); + AssetDatabase.Refresh(); + stm.data = null; + } + //delete button: + if(GUILayout.Button("X")){ + //AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(myObject)); + AssetDatabase.MoveAssetToTrash(AssetDatabase.GetAssetPath(myObject)); + //Undo.DestroyObjectImmediate(myObject); + AssetDatabase.Refresh(); + stm.data = null; //make this refresh, too + } + EditorGUILayout.EndHorizontal(); + } + } + public static string ClavianPath + { + get + { + string searchValue = "Clavian/SuperTextMesh/"; + string returnPath = ""; + string[] allPaths = AssetDatabase.GetAllAssetPaths(); + for (int i = 0; i < allPaths.Length; i++) + { + if (allPaths[i].Contains(searchValue)) + { + // This is the path we want! Let's strip out everything after the searchValue + returnPath = allPaths[i]; + returnPath = returnPath.Remove(returnPath.IndexOf(searchValue)); + returnPath += searchValue; + break; + } + } + + return returnPath; + } + } + /* + public static void OnUndoRedo(){ + AssetDatabase.Refresh(); + } + */ + public static void FinishItem(UnityEngine.Object myObject){ + + } + public static void DrawCreateFolderButton(string buttonText, string parentFolder, string newFolder, SuperTextMesh stm){ + if(GUILayout.Button(buttonText)){ + AssetDatabase.CreateFolder(ClavianPath + "Resources/" + parentFolder, newFolder); + AssetDatabase.Refresh(); + stm.data = null; + } + } + public static void DrawCreateNewButton(string buttonText, string folderName, string typeName, SuperTextMesh stm){ + if(GUILayout.Button(buttonText)){ + ScriptableObject newData = NewData(typeName); + if(newData != null){ + AssetDatabase.CreateAsset(newData,AssetDatabase.GenerateUniqueAssetPath(ClavianPath + "Resources/" + folderName)); //save to file + //Undo.undoRedoPerformed += OnUndoRedo; //subscribe to event + //Undo.RegisterCreatedObjectUndo(newData, buttonText); + AssetDatabase.Refresh(); + stm.data = null; + } + } + } + public static ScriptableObject NewData(string myType){ + switch(myType){ + case "STMAudioClipData": return ScriptableObject.CreateInstance(); + case "STMAutoClipData": return ScriptableObject.CreateInstance(); + case "STMColorData": return ScriptableObject.CreateInstance(); + case "STMDelayData": return ScriptableObject.CreateInstance(); + case "STMDrawAnimData": return ScriptableObject.CreateInstance(); + case "STMFontData": return ScriptableObject.CreateInstance(); + case "STMGradientData": return ScriptableObject.CreateInstance(); + case "STMJitterData": return ScriptableObject.CreateInstance(); + case "STMMaterialData": return ScriptableObject.CreateInstance(); + case "STMQuadData": return ScriptableObject.CreateInstance(); + case "STMSoundClipData": return ScriptableObject.CreateInstance(); + case "STMTextureData": return ScriptableObject.CreateInstance(); + case "STMVoiceData": return ScriptableObject.CreateInstance(); + case "STMWaveData": return ScriptableObject.CreateInstance(); + default: Debug.Log("New data type unknown."); return null; + } + } + public static void DrawMaterialEditor(Material mat){ + //Just set these directly, why not. It's a custom inspector already, no need to bog this down even more + Undo.RecordObject(mat, "Changed Super Text Mesh Material"); + //name changer + EditorGUI.BeginChangeCheck(); + mat.name = EditorGUILayout.TextField("Material Name", mat.name); + if(EditorGUI.EndChangeCheck()){ + AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(mat), mat.name); + //Undo.RecordObject (myObject, "Change Asset Name"); + AssetDatabase.Refresh(); + //stm.data = null; + } + + int originalQueue = mat.renderQueue; + mat.shader = (Shader)EditorGUILayout.ObjectField("Shader", mat.shader, typeof(Shader), false); + + //set to correct value + if(mat.HasProperty("_Cutoff")){ + mat.SetFloat("_Cutoff",0.0001f); + } + //set to correct value + if(mat.HasProperty("_ShadowCutoff")){ + mat.SetFloat("_ShadowCutoff",0.5f); + } + + //culling mode + if(mat.HasProperty("_CullMode")){ + UnityEngine.Rendering.CullMode cullMode = (UnityEngine.Rendering.CullMode)mat.GetInt("_CullMode"); + cullMode = (UnityEngine.Rendering.CullMode)EditorGUILayout.EnumPopup("Cull Mode", cullMode); + mat.SetInt("_CullMode", (int)cullMode); + } + //draw on top? + if(mat.HasProperty("_ZTestMode")){ + int zTestMode = mat.GetInt("_ZTestMode"); + bool onTop = zTestMode == 6; + onTop = EditorGUILayout.Toggle("Render On Top", onTop); + //Always or LEqual + mat.SetInt("_ZTestMode", onTop ? 6 : 2); + } + /* + //masking + if(mat.HasProperty("_MaskMode")){ + int maskMode = mat.GetInt("_MaskMode"); + //bool masked = maskMode == 1; + //masked = EditorGUILayout.Toggle("Masked", masked); + maskMode = EditorGUILayout.Popup("Mask Mode", maskMode, new string[]{"Outside","Inside"}); + //Always or LEqual + mat.SetInt("_MaskMode", maskMode); + } + */ + + //if this is the multishader + if(mat.GetTag("STMUberShader", true, "Null") == "Yes") + { + + //toggle SDF + bool sdfMode = mat.IsKeywordEnabled("SDF_MODE"); + EditorGUI.BeginChangeCheck(); + sdfMode = EditorGUILayout.Toggle("SDF Mode", sdfMode);//show the toggle + if(EditorGUI.EndChangeCheck()) + { + mat.SetFloat("_SDFMode", sdfMode ? 1 : 0); //call this too so newer unity versions don't break + if(sdfMode) + { + mat.EnableKeyword("SDF_MODE"); + } + else + { + mat.DisableKeyword("SDF_MODE"); + } + //EditorUtility.SetDirty(mat); + } + //#endif + + if(sdfMode) + {//draw SDF-related properties + if(mat.HasProperty("_Blend")){ + //EditorGUILayout.PropertyField(shaderBlend); + mat.SetFloat("_Blend",EditorGUILayout.Slider("Blend",mat.GetFloat("_Blend"),0.0001f,1f)); + } + if(mat.HasProperty("_SDFCutoff")){ + mat.SetFloat("_SDFCutoff",EditorGUILayout.Slider("SDF Cutoff",mat.GetFloat("_SDFCutoff"),0f,1f)); + } + } + + //toggle Pixel Snap + bool pixelSnap = mat.IsKeywordEnabled("PIXELSNAP_ON"); + EditorGUI.BeginChangeCheck(); + pixelSnap = EditorGUILayout.Toggle("Pixel Snap", pixelSnap);//show the toggle + if(EditorGUI.EndChangeCheck()) + { + mat.SetFloat("PixelSnap", pixelSnap ? 1 : 0); //call this too so newer unity versions don't break + if(pixelSnap) + { + mat.EnableKeyword("PIXELSNAP_ON"); + } + else + { + mat.DisableKeyword("PIXELSNAP_ON"); + } + //EditorUtility.SetDirty(mat); + } + //#endif + } + else{ + if(mat.HasProperty("_Blend")){ + //EditorGUILayout.PropertyField(shaderBlend); + mat.SetFloat("_Blend",EditorGUILayout.Slider("Blend",mat.GetFloat("_Blend"),0f,1f)); + } + if(mat.HasProperty("_SDFCutoff")){ + mat.SetFloat("_SDFCutoff",EditorGUILayout.Slider("SDF Cutoff",mat.GetFloat("_SDFCutoff"),0f,1f)); + } + } + + if(mat.HasProperty("_ShadowColor")){ + //EditorGUILayout.PropertyField(shadowColor); + mat.SetColor("_ShadowColor",EditorGUILayout.ColorField("Shadow Color",mat.GetColor("_ShadowColor"))); + } + if(mat.HasProperty("_ShadowDistance")){ + //EditorGUILayout.PropertyField(shadowDistance); + mat.SetFloat("_ShadowDistance",EditorGUILayout.FloatField("Shadow Distance",mat.GetFloat("_ShadowDistance"))); + } + + if(mat.GetTag("STMUberShader", true, "Null") == "Yes" && mat.HasProperty("_Vector3Dropshadow")) + { + //toggle use vector 3 + bool useVector3 = mat.IsKeywordEnabled("VECTOR3_DROPSHADOW"); + EditorGUI.BeginChangeCheck(); + useVector3 = EditorGUILayout.Toggle("Vector3 Dropshadow", useVector3);//show the toggle + if(EditorGUI.EndChangeCheck()) + { + mat.SetFloat("_Vector3Dropshadow", useVector3 ? 1 : 0); //call this too so newer unity versions don't break + if(useVector3) + { + mat.EnableKeyword("VECTOR3_DROPSHADOW"); + } + else + { + mat.DisableKeyword("VECTOR3_DROPSHADOW"); + } + //EditorUtility.SetDirty(mat); + } + if(useVector3 && mat.HasProperty("_ShadowAngle3")) + { + mat.SetVector("_ShadowAngle3",EditorGUILayout.Vector3Field("Shadow Angle3", mat.GetVector("_ShadowAngle3"))); + } + else + { + //same as before + if(mat.HasProperty("_ShadowAngle")){ + //EditorGUILayout.PropertyField(shadowAngle); + mat.SetFloat("_ShadowAngle",EditorGUILayout.Slider("Shadow Angle",mat.GetFloat("_ShadowAngle"),0f,360f)); + } + } + } + else + { + if(mat.HasProperty("_ShadowAngle")){ + //EditorGUILayout.PropertyField(shadowAngle); + mat.SetFloat("_ShadowAngle",EditorGUILayout.Slider("Shadow Angle",mat.GetFloat("_ShadowAngle"),0f,360f)); + } + } + if(mat.HasProperty("_OutlineColor")){ + //EditorGUILayout.PropertyField(outlineColor); + mat.SetColor("_OutlineColor",EditorGUILayout.ColorField("Outline Color",mat.GetColor("_OutlineColor"))); + } + if(mat.HasProperty("_OutlineWidth")){ + //EditorGUILayout.PropertyField(outlineWidth); + mat.SetFloat("_OutlineWidth",EditorGUILayout.FloatField("Outline Width",mat.GetFloat("_OutlineWidth"))); + } + if(mat.HasProperty("_SquareOutline")) + { + bool squareOutline = mat.IsKeywordEnabled("SQUARE_OUTLINE"); + EditorGUI.BeginChangeCheck(); + squareOutline = EditorGUILayout.Toggle("Square Outline", squareOutline);//show the toggle + if(EditorGUI.EndChangeCheck()) + { + mat.SetFloat("_SquareOutline", squareOutline ? 1 : 0); + if(squareOutline) + { + mat.EnableKeyword("SQUARE_OUTLINE"); + } + else + { + mat.DisableKeyword("SQUARE_OUTLINE"); + } + } + } + + EditorGUILayout.BeginHorizontal(); + mat.renderQueue = EditorGUILayout.IntField("Render Queue", originalQueue); + if(GUILayout.Button("Reset")) + { + mat.renderQueue = mat.shader.renderQueue; + } + EditorGUILayout.EndHorizontal(); + } +} +#endif diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMCustomInspectorTools.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMCustomInspectorTools.cs.meta new file mode 100644 index 00000000..1deccd79 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMCustomInspectorTools.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4d969801e0cc04ccc9460d6dbbdfb728 +timeCreated: 1476582743 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMTextInfo.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMTextInfo.cs new file mode 100644 index 00000000..b23e8795 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMTextInfo.cs @@ -0,0 +1,611 @@ +//Copyright (c) 2016-2018 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Linq; //converting arrays to dictionaries +using System.IO; //for getting folders +///NOTE: only re-create STMTextInfo if RAW TEXT changes +#if UNITY_EDITOR +using UnityEditor; //for loading default stuff and menu thing +#endif +[System.Serializable] +public class STMTextContainer{ + public string text; + public STMTextContainer(string text){ + this.text = text; + } +} + +//-------------------------------------------------- +// Performance updates performed by RedVonix +// http://www.RedVonix.com/ +// +// All comments from Red are marked with "RV:" +//-------------------------------------------------- + +[System.Serializable] +public class STMTextInfo +{ //info for an individual letter. used internally by super text mesh. References back to textdata. (info[i], per-letter) + //MAKE SURE TO ADD VARIABLE TO CONSTRUCTOR WHEN MAKING A NEW ONE + //public Font font; //what font this character info is... wait you have FontData, otherwise use mesh default + public CharacterInfo ch; //contains uv data, point size (quality), style, etc + //public char c; //nah, just sync it w/ hyphenedText[]. it works better cause hyphenedtext will always be shorter + public Vector3 pos; //where the bottom-left corner is + public Vector3 offset; //additional pos... for superscript text. implementing it this way cause just using pos initially caused weirdness + + public float lineSpacing; //just for you, tassy + + public bool isEndOfParagraph = false; //is this a typed-up linebreak? used for RTL text flipping. will never be copied. + public float readTime = -1f; //at what time it will start to get read. + public float unreadTime = -1f; + public int line = 0; //what line this text is on + public int rawIndex; //where this character is on the unfiltered text (_text) + public float indent = 0f; //distance from left-oriented margin that a new row will start from + public STMDrawAnimData drawAnimData; //which draw animation will be used + public Vector2 size; //localspace size + //public Vector3 offset = Vector3.zero; //offset of this character, independent of effects. meant for superscript text + public SuperTextMesh.Alignment alignment; //how this text will be aligned + public SuperTextMesh.DrawOrder drawOrder; + //public Color32 color = Color.white; //the actual color it will render at, not the color data! + //public int delayCount; //the delay count... + + public List ev = new List(); //event strings. + public List ev2 = new List(); //repeating event strings. + public STMColorData colorData; //reference or store... + public STMGradientData gradientData; //reference stuff?? + public STMTextureData textureData; + + //vvvADDITIONAL delay! + public STMDelayData delayData; //units to delay for, before this text is shown. multiple of read speed. ADDITIONAL DELAY + + public STMWaveData waveData; + public STMJitterData jitterData; + +// public STMImageData imageData; //if not null, put this referenced image inline + + //public STMVoiceData voiceData; //if not null, this will override the text mesh's settings????? ?????? + public float readDelay = 0f; //delay between lettes, for setting up timing + public STMAudioClipData audioClipData; + public bool stopPreviousSound; + public SuperTextMesh.PitchMode pitchMode; + public float overridePitch; + public float minPitch; + public float maxPitch; + public float speedReadPitch; + public STMFontData fontData; + public STMQuadData quadData; + /* + This value is assigned manually by STM when setting quadData + so a null check doesn't have to be performed every time + the value is set + */ + public bool isQuad = false; //cached value for fast checking! + public int quadIndex = -1; + public STMMaterialData materialData = null; + public STMSoundClipData soundClipData; + public int IdxIdentifier; // RV: Lookup Identifier. + public bool InfoInUse; // RV: Shows if this identifier is being used or not. + //public int submeshNumber = -1; + + private int chGlyphIndex = -1; + private int chMinX; + private int chMaxX; + private int chMinY; + private int chMaxY; + private int chAdvance; + private Vector2 chUvBottomLeft = Vector2.zero; + private Vector2 chUvBottomRight = Vector2.zero; + private Vector2 chUvTopLeft = Vector2.zero; + private Vector2 chUvTopRight = Vector2.zero; + //private int chBearing; + public int chSize = 1; //quality + + public bool submeshChange = false; + public bool invoked = false; + //public FontStyle chStyle; + + //values grabbed from UICharInfo. Jeez + //public float charWidth; + //public Vector2 cursorPos = Vector2.zero; + //^^^ having this value default like this fixes NaN values on solo linebreaks. ugh. + + public void UpdateCachedValuesIfChanged(bool force) + { + if(force || chGlyphIndex != ch.index) + { + chGlyphIndex = ch.index; + chMinX = ch.minX; + chMaxX = ch.maxX; + chMinY = ch.minY; + chMaxY = ch.maxY; + chAdvance = ch.advance; + chSize = ch.size; + chUvBottomLeft = ch.uvBottomLeft; + chUvBottomRight = ch.uvBottomRight; + chUvTopLeft = ch.uvTopLeft; + chUvTopRight = ch.uvTopRight; + // chStyle = ch.style; + //chBearing = ch.bearing; + } + chSize = ch.size == 0 ? 1 : ch.size; + //isQuad = _quadData != null; + } + + public char character{ + get + { + /* + //not needed right now + if(chGlyphIndex > char.MaxValue || chGlyphIndex < char.MinValue) + { + return ''; //return null + */ + return System.Convert.ToChar(chGlyphIndex); + } + } + public float uvHeight + { + get + { + if(chUvBottomLeft.x != chUvTopLeft.x) + { + //this thing is rotated!!! + return chUvTopLeft.y - chUvTopRight.y; + } + return chUvBottomLeft.y - chUvTopLeft.y; + } + } + public float uvWidth + { + get + { + if(chUvBottomRight.y != chUvBottomLeft.y) + { + //this thing is rotated!!! + return chUvTopLeft.x - chUvBottomLeft.x; + } + return chUvBottomRight.x - chUvBottomLeft.x; + } + } + private Vector2 uvMidReturn = Vector2.zero; + public Vector2 uvMid + { + get + { + if (chUvTopLeft.x!=chUvBottomLeft.x){ + uvMidReturn.x = (chUvTopLeft.x + chUvBottomLeft.x) * 0.5f; + uvMidReturn.y = (chUvTopLeft.y + chUvTopRight.y) * 0.5f; + } + else + { + uvMidReturn.x = (chUvTopLeft.x + chUvTopRight.x) * 0.5f; + uvMidReturn.y = (chUvTopLeft.y + chUvBottomLeft.y) * 0.5f; + } + return uvMidReturn; + } + } + + //this code would work if the shader didn't care about rotation + public Vector2 ratio + { + get + { + Vector2 ratioSize = Vector2.zero; + + if(isQuad) + { //use quad's ratio + ratioSize.x = quadData.size.x; + ratioSize.y = quadData.size.y; + } + else + { //use letter + ratioSize.x = uvWidth; + ratioSize.y = uvHeight; + } + return ratioSize; + + } + } + + /* + public Vector2 ratio{ + get{ + Vector2 ratioSize = Vector2.zero; + + if(isQuad) + { //use quad's ratio + ratioSize.x = quadData.size.x; + ratioSize.y = quadData.size.y; + } + else + { //use letter + ratioSize.x = (float)chMaxX - (float)chMinX; + ratioSize.y = (float)chMaxY - (float)chMinY; + } + + if(ratioSize.x > ratioSize.y) //wide + { + return new Vector2(1f, ratioSize.y / ratioSize.x); + } + else if(ratioSize.x < ratioSize.y) //tall + { + return new Vector2(ratioSize.x / ratioSize.y, 1f); + } + else //square + { + return new Vector3(1f,1f); + } + } + } + */ + + private Vector3 _topLeftVert; + public Vector3 TopLeftVert + { + //return position in local space + get + { + if(isQuad) + { + return RelativePos2(quadData.TopLeftVert); + } + else + { + _topLeftVert.x = chMinX; + _topLeftVert.y = chMaxY; + _topLeftVert.z = 0f; + return RelativePos(_topLeftVert); + } + } + } + + private Vector3 _topRightVert; + public Vector3 TopRightVert + { + //return position in local space + get + { + if(isQuad) + { + return RelativePos2(quadData.TopRightVert); + } + else + { + _topRightVert.x = chMaxX; + _topRightVert.y = chMaxY; + _topRightVert.z = 0f; + return RelativePos(_topRightVert); + } + } + } + + private Vector3 _bottomRightVert; + public Vector3 BottomRightVert + { + //return position in local space + get + { + if(isQuad) + { + return RelativePos2(quadData.BottomRightVert); + } + else + { + _bottomRightVert.x = chMaxX; + _bottomRightVert.y = chMinY; + _bottomRightVert.z = 0f; + return RelativePos(_bottomRightVert); + } + + } + } + + private Vector3 _bottomLeftVert; + public Vector3 BottomLeftVert + { + //return position in local space + get + { + if(isQuad) + { + return RelativePos2(quadData.BottomLeftVert); + } + else + { + _bottomLeftVert.x = chMinX; + _bottomLeftVert.y = chMinY; + _bottomLeftVert.z = 0f; + return RelativePos(_bottomLeftVert); + } + } + } + + private Vector3 _middle; + public Vector3 Middle + { + get + { + if(isQuad) + { + return RelativePos2(quadData.Middle); + } + else + { + _middle.x = (chMinX + chMaxX) * 0.5f; + _middle.y = (chMinY + chMaxY) * 0.5f; + _middle.z = 0f; + + return RelativePos(_middle); + } + } + } + + Vector3 RelativePos_ReturnVal = Vector3.zero; + float RelativePos_Multiplier; + public Vector3 RelativePos(Vector3 yeah) + { + // RV: This is the OH YEAH method. OH YEAH!!!!! I, for one, feel refreshed. + RelativePos_Multiplier = (size.y / chSize); //ch.size is quality + //Debug.Log("My multiplier: " + RelativePos_Multiplier + "the numerator was: " + size + " the denomonator was: " + chSize); + RelativePos_ReturnVal.x = pos.x + offset.x + yeah.x * (size.x / chSize); + RelativePos_ReturnVal.y = pos.y + offset.y + yeah.y * RelativePos_Multiplier; + RelativePos_ReturnVal.z = pos.z + offset.z + yeah.z * RelativePos_Multiplier; + + return RelativePos_ReturnVal; + } + + private Vector3 RelativePos2_ReturnVal = Vector3.zero; + public Vector3 RelativePos2(Vector3 yeah) + { + //for quads + RelativePos2_ReturnVal.x = pos.x + offset.x + yeah.x * size.x; + RelativePos2_ReturnVal.y = pos.y + offset.y + yeah.y * size.y; + RelativePos2_ReturnVal.z = pos.z + offset.z + yeah.z; + + return RelativePos2_ReturnVal; //ch.size is quality + + } + public float RelativeWidth{ //width of this letter + get{ + if(isQuad) + { + return quadData.size.x * size.x; + } + else + { + return chMaxX * (size.x / chSize); + } + } + } + public Vector3 RelativeAdvance(float extraSpacing, float quality) + { + return Advance(extraSpacing, quality) + pos; + } + public Vector3 RelativeAdvance(float extraSpacing) + { + return RelativeAdvance(extraSpacing, chSize); + } + Vector3 Advance_ReturnVal = Vector3.zero; + public Vector3 Advance(float extraSpacing, float myQuality) + { + //for getting letter position and autowrap data + if(quadData != null) + { + Advance_ReturnVal.x = ((quadData.size.x + quadData.advance) * size.x) + (extraSpacing * size.x / myQuality); + Advance_ReturnVal.y = 0f; + Advance_ReturnVal.z = 0f; + } + else + { + Advance_ReturnVal.x = (chAdvance + (extraSpacing * size.x)) * (size.x / myQuality); + Advance_ReturnVal.y = 0f; + Advance_ReturnVal.z = 0f; + } + + return Advance_ReturnVal; + + } + public Vector3 Advance(float extraSpacing) + { + return Advance(extraSpacing, chSize); + } + public STMTextInfo(){ //dont use this unless ur gonna override it + this.ch = new CharacterInfo(); + this.pos = Vector3.zero; + + this.lineSpacing = 1f; + + this.isEndOfParagraph = false; + this.offset.x = 0f; + this.offset.y = 0f; + this.offset.z = 0f; + this.line = 0; + this.rawIndex = 0; + this.indent = 0; + //this.colorData = ScriptableObject.CreateInstance(); +// this.colorData.color = Color.white; + this.size.x = 16f; + this.size.y = 16f; + //this.delayData = ScriptableObject.CreateInstance(); + this.ev.Clear();// = new List(); // RV: Why make new ones here? Clearing should be fine... + this.ev2.Clear();// = new List(); // RV: Same here... + this.readTime = -1f; + this.unreadTime = -1f; + this.quadIndex = -1; + this.isQuad = false; + + this.submeshChange = false; + this.invoked = false; + } + public STMTextInfo(SuperTextMesh stm){ //for setting "defaults" + SetValues(stm); + } + public void SetValues(SuperTextMesh stm) + { + this.lineSpacing = stm.lineSpacing; + this.isEndOfParagraph = false; + this.ch.style = stm.style; +//reset these ones too because of caching changes: + this.gradientData = null; + this.colorData = null; + this.textureData = null; + + this.delayData = null; + this.waveData = null; + this.jitterData = null; + this.audioClipData = null; + this.fontData = null; + this.quadData = null; + + + //this.colorData = ScriptableObject.CreateInstance(); +// this.colorData.color = stm.color; + this.offset.x = 0f; + this.offset.y = 0f; + this.offset.z = 0f; + this.indent = 0; + this.rawIndex = 0; + this.size.x = stm.size; + this.size.y = stm.size; + + this.ev.Clear();// + this.ev2.Clear();// + + this.alignment = stm.alignment; + this.stopPreviousSound = stm.stopPreviousSound; + this.pitchMode = stm.pitchMode; + this.overridePitch = stm.overridePitch; + this.minPitch = stm.minPitch; + this.maxPitch = stm.maxPitch; + this.speedReadPitch = stm.speedReadPitch; + this.readDelay = stm.readDelay; + if(this.drawAnimData != null) + { + if(this.drawAnimData.name != stm.drawAnimName) + { + this.drawAnimData = Resources.Load("STMDrawAnims/" + stm.drawAnimName); + if(this.drawAnimData == null) + { + STMDrawAnimData[] tmpDrawAnims = Resources.LoadAll("STMDrawAnims"); + if(tmpDrawAnims.Length > 0) + { + this.drawAnimData = tmpDrawAnims[0]; //get first one + } + } + } + //else do nothing, already has a match! + } + else + { + this.drawAnimData = Resources.Load("STMDrawAnims/" + stm.drawAnimName); + if(this.drawAnimData == null) //still null? + { + STMDrawAnimData[] tmpDrawAnims = Resources.LoadAll("STMDrawAnims"); + if(tmpDrawAnims.Length > 0) + { + this.drawAnimData = tmpDrawAnims[0]; //get first one + } + } + } + this.drawOrder = stm.drawOrder; + this.quadIndex = -1; + this.isQuad = false; + + + this.materialData = null; + this.soundClipData = null; + this.quadIndex = -1; + + this.submeshChange = false; + this.invoked = false; + } + + public STMTextInfo(STMTextInfo clone, CharacterInfo ch) : this(clone){ //clone everything but character. used for auto hyphens + this.ch = ch; + this.quadData = null; //yeah or else it gets weird. it's gonna be a hyphen/space so whatever!! + this.isQuad = false; + } + + public STMTextInfo(STMTextInfo clone){ + SetValues(clone); + } + public void SetValues(STMTextInfo clone) + { + this.lineSpacing = clone.lineSpacing; + this.isEndOfParagraph = clone.isEndOfParagraph; + + this.ch = clone.ch; + this.pos = clone.pos; + this.offset.x = clone.offset.x; + this.offset.y = clone.offset.y; + this.offset.z = clone.offset.z; + this.line = clone.line; + this.rawIndex = clone.rawIndex; + this.indent = clone.indent; + + if(clone.ev.Count > 0) //this check saves a TON of time... but im sure there's an even better way? can it just be set directly...? + this.ev = new List(clone.ev); + if(clone.ev2.Count > 0) + this.ev2 = new List(clone.ev2); + + //yeah... does this cause errors? events are just strings so i dont see why... hm + //this.ev = clone.ev; + //this.ev2 = clone.ev2; + + + this.colorData = clone.colorData; + //this.colorData = ScriptableObject.CreateInstance(); +// this.colorData.color = clone.colorData.color; + this.gradientData = clone.gradientData; + this.textureData = clone.textureData; + this.size = clone.size; + //this.delayData = ScriptableObject.CreateInstance(); +// this.delayData.count = clone.delayData.count; + this.delayData = clone.delayData; + this.waveData = clone.waveData; + this.jitterData = clone.jitterData; + this.alignment = clone.alignment; + + this.readTime = clone.readTime; + this.unreadTime = clone.unreadTime; + this.drawAnimData = clone.drawAnimData; + + //this.clipsFolderName = clone.clipsFolderName; + this.audioClipData = clone.audioClipData; + this.stopPreviousSound = clone.stopPreviousSound; + this.pitchMode = clone.pitchMode; + this.overridePitch = clone.overridePitch; + this.minPitch = clone.minPitch; + this.maxPitch = clone.maxPitch; + this.speedReadPitch = clone.speedReadPitch; + this.readDelay = clone.readDelay; + this.drawOrder = clone.drawOrder; + + //this.submeshNumber = clone.submeshNumber; + this.fontData = clone.fontData; + this.quadData = clone.quadData; + this.isQuad = clone.isQuad; + this.materialData = clone.materialData; + this.soundClipData = clone.soundClipData; + + this.quadIndex = clone.quadIndex; + + this.submeshChange = clone.submeshChange; + this.invoked = false; + } +} +/* +NEW TAGS TO ADD: +character spacing tag +line height tag? (work automatically with size) +midway center alignment?? oh boy... maybe make it a special tag that can only be used at the start? +*/ + +/* +[System.Serializable] +public class STMImageData : ScriptableObject{ //inline images + public string name; + public Texture[] frames; + public int rate; +} +*/ diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMTextInfo.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMTextInfo.cs.meta new file mode 100644 index 00000000..2b6c5e69 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/STMTextInfo.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b56f8c1c75b446a4ba620c971a4c0e7e +timeCreated: 1517962682 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs new file mode 100644 index 00000000..7d6cd276 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs @@ -0,0 +1,6089 @@ +//Copyright (c) 2016-2022 Kai Clavier [kaiclavier.com] Do Not Distribute +//Super Text Mesh v1.12.3 +using UnityEngine; +using UnityEngine.Events; //for the OnComplete event +#if UNITY_EDITOR +using UnityEditor; //for loading default stuff and menu thing +#endif +using System; // For access to the array class +using System.Linq; +using System.Text; +//for sorting inspector stuff by creation date, and removing doubles from lists +using System.Collections; +using System.Collections.Generic; +using UnityEngine.UI; //for in-game UI stuff +using System.Text.RegularExpressions; + +#if UNITY_5_4_OR_NEWER +using UnityEngine.SceneManagement; //for OnSceneLoaded +#endif + +#if UNITY_EDITOR +[CustomEditor(typeof(SuperTextMesh))] +[CanEditMultipleObjects] //sure why not +public class SuperTextMeshEditor : Editor{ + private SuperTextMesh stm; + private Rect r; + private GUIStyle foldoutStyle = null; + private GUIStyle textDataStyle = null; + private Texture2D textDataIcon = null; + private Rect tempRect; + private GUIContent editTextDataContent = new GUIContent("", "Edit TextData"); + override public void OnInspectorGUI(){ + serializedObject.Update(); //for onvalidate stuff! + stm = target as SuperTextMesh; //get this text mesh as a component + + //Actually Drawing it to the inspector: + r = GUILayoutUtility.GetRect(EditorGUIUtility.fieldWidth, 0f); //get width on inspector, minus scrollbar + + if(foldoutStyle == null) + { + foldoutStyle = new GUIStyle(EditorStyles.foldout); //create a new foldout style, for the bold foldout headers + foldoutStyle.fontStyle = FontStyle.Bold; //set it to look like a header + } + //TEXT DATA ICON + //Object textDataObject = stm.data; //get text data object + if(textDataStyle == null) + { + textDataStyle = new GUIStyle(EditorStyles.label); + } + //textDataStyle.fixedWidth = 14; + //textDataStyle.fixedHeight = 14; + //Get Texture2D one of these two ways: + //Texture2D textDataIcon = AssetDatabase.LoadAssetAtPath("Assets/Clavian/SuperTextMesh/Scripts/SuperTextMeshDataIcon.png", typeof(Texture2D)) as Texture2D; + if(textDataIcon == null) + { + textDataIcon = EditorGUIUtility.ObjectContent(stm.data, typeof(SuperTextMeshData)).image as Texture2D; + textDataStyle.normal.background = textDataIcon; //apply + textDataStyle.active.background = textDataIcon; + } + tempRect.Set(r.width - 2, r.y, 16, 16); + if(GUI.Button(tempRect, editTextDataContent, textDataStyle)){ //place at exact spot + //EditorWindow.GetWindow() + //EditorUtility.FocusProjectWindow(); + //Selection.activeObject = textDataObject; //go to textdata! + //EditorGUIUtility.PingObject(textDataObject); + stm.data.textDataEditMode = !stm.data.textDataEditMode; //show textdata inspector! + //if(stm.data.textDataEditMode){ + // stm.data = null; + //} + } + + if(stm.data.textDataEditMode){//show textdata file instead + var serializedData = new SerializedObject(stm.data); + serializedData.Update(); + + //Draw it! + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.HelpBox("Editing Text Data. Click the [T] to exit!", MessageType.None, true); + + stm.data.showEffectsFoldout = EditorGUILayout.Foldout(stm.data.showEffectsFoldout, "Effects", foldoutStyle); + if(stm.data.showEffectsFoldout){ + EditorGUI.indentLevel++; + //Waves: + stm.data.showWavesFoldout = EditorGUILayout.Foldout(stm.data.showWavesFoldout, "Waves", foldoutStyle); + if(stm.data.showWavesFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.waves.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each wave + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Wave", "STMWaves/New Wave.asset", "STMWaveData", stm); + } + //Jitters: + stm.data.showJittersFoldout = EditorGUILayout.Foldout(stm.data.showJittersFoldout, "Jitters", foldoutStyle); + if(stm.data.showJittersFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.jitters.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Jitter", "STMJitters/New Jitter.asset", "STMJitterData", stm); + } + //Draw Animations: + stm.data.showDrawAnimsFoldout = EditorGUILayout.Foldout(stm.data.showDrawAnimsFoldout, "DrawAnims", foldoutStyle); + if(stm.data.showDrawAnimsFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.drawAnims.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New DrawAnim", "STMDrawAnims/New DrawAnim.asset", "STMDrawAnimData", stm); + } + EditorGUI.indentLevel--; + } + stm.data.showTextColorFoldout = EditorGUILayout.Foldout(stm.data.showTextColorFoldout, "Text Color", foldoutStyle); + if(stm.data.showTextColorFoldout){ + EditorGUI.indentLevel++; + //Colors: + stm.data.showColorsFoldout = EditorGUILayout.Foldout(stm.data.showColorsFoldout, "Colors", foldoutStyle); + if(stm.data.showColorsFoldout){ + //Gather all data + foreach(KeyValuePair i in stm.data.colors.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Color", "STMColors/New Color.asset", "STMColorData", stm); + } + //Gradients: + stm.data.showGradientsFoldout = EditorGUILayout.Foldout(stm.data.showGradientsFoldout, "Gradients", foldoutStyle); + if(stm.data.showGradientsFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.gradients.OrderBy(x => -x.Value.GetInstanceID())){ //reorder so the order stays consistent + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Gradient", "STMGradients/New Gradient.asset", "STMGradientData", stm); + } + //Textures: + stm.data.showTexturesFoldout = EditorGUILayout.Foldout(stm.data.showTexturesFoldout, "Textures", foldoutStyle); + if(stm.data.showTexturesFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.textures.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Texture", "STMTextures/New Texture.asset", "STMTextureData", stm); + } + EditorGUI.indentLevel--; + } + stm.data.showInlineFoldout = EditorGUILayout.Foldout(stm.data.showInlineFoldout, "Inline", foldoutStyle); + if(stm.data.showInlineFoldout){ + EditorGUI.indentLevel++; + //Delays: + stm.data.showDelaysFoldout = EditorGUILayout.Foldout(stm.data.showDelaysFoldout, "Delays", foldoutStyle); + if(stm.data.showDelaysFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.delays.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Delay", "STMDelays/New Delay.asset", "STMDelayData", stm); + } + //Voices: + stm.data.showVoicesFoldout = EditorGUILayout.Foldout(stm.data.showVoicesFoldout, "Voices", foldoutStyle); + if(stm.data.showVoicesFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.voices.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Voice", "STMVoices/New Voice.asset", "STMVoiceData", stm); + } + //Fonts: + stm.data.showFontsFoldout = EditorGUILayout.Foldout(stm.data.showFontsFoldout, "Fonts", foldoutStyle); + if(stm.data.showFontsFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.fonts.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Font", "STMFonts/New Font.asset", "STMFontData", stm); + } + //AudioClips: + stm.data.showAudioClipsFoldout = EditorGUILayout.Foldout(stm.data.showAudioClipsFoldout, "AudioClips", foldoutStyle); + if(stm.data.showAudioClipsFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.audioClips.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Audio Clip", "STMAudioClips/New Audio Clip.asset", "STMAudioClipData", stm); + } + //Sound Clips: + //This one's a bit different! Since it's folders of clips... + stm.data.showSoundClipsFoldout = EditorGUILayout.Foldout(stm.data.showSoundClipsFoldout, "Sound Clips", foldoutStyle); + if(stm.data.showSoundClipsFoldout) + { + //Gather all data: + foreach(KeyValuePair i in stm.data.soundClips.OrderBy(x => -x.Value.GetInstanceID())) + { + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Sound Clip", "STMSoundClips/New Sound Clip.asset", "STMSoundClipData", stm); + } + //Quads: + stm.data.showQuadsFoldout = EditorGUILayout.Foldout(stm.data.showQuadsFoldout, "Quads", foldoutStyle); + if(stm.data.showQuadsFoldout) + { + EditorGUILayout.HelpBox("For information on how this works, please refer to the sample image under 'Quads' in the documentation.", MessageType.None, true); + //Gather all data: + foreach(KeyValuePair i in stm.data.quads.OrderBy(x => -x.Value.GetInstanceID())) + { + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Quad", "STMQuads/New Quad.asset", "STMQuadData", stm); + } + //Materials: + stm.data.showMaterialsFoldout = EditorGUILayout.Foldout(stm.data.showMaterialsFoldout, "Materials", foldoutStyle); + if(stm.data.showMaterialsFoldout) + { + //Gather all data: + foreach(KeyValuePair i in stm.data.materials.OrderBy(x => -x.Value.GetInstanceID())) + { + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Material", "STMMaterials/New Material.asset", "STMMaterialData", stm); + } + + EditorGUI.indentLevel--; + } + + stm.data.showAutomaticFoldout = EditorGUILayout.Foldout(stm.data.showAutomaticFoldout, "Automatic", foldoutStyle); + if(stm.data.showAutomaticFoldout) + { + EditorGUI.indentLevel++; + //AutoDelays: + stm.data.showAutoDelaysFoldout = EditorGUILayout.Foldout(stm.data.showAutoDelaysFoldout, "AutoDelays", foldoutStyle); + if(stm.data.showAutoDelaysFoldout){ + //Gather all data: + foreach(KeyValuePair i in stm.data.autoDelays.OrderBy(x => -x.Value.GetInstanceID())) + { + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Auto Delay", "STMAutoDelays/New Auto Delay.asset", "STMDelayData", stm); + } + //AutoClips: + stm.data.showAutoClipsFoldout = EditorGUILayout.Foldout(stm.data.showAutoClipsFoldout, "AutoClips", foldoutStyle); + if(stm.data.showAutoClipsFoldout) + { + //Gather all data: + //STMSoundClipData[] allAutoClips = Resources.LoadAll("STMAutoClips").OrderBy(x => -x.GetInstanceID()).ToArray(); //do this so order keeps consistent + foreach(KeyValuePair i in stm.data.autoClips.OrderBy(x => -x.Value.GetInstanceID())){ + EditorGUI.indentLevel++; + i.Value.showFoldout = EditorGUILayout.Foldout(i.Value.showFoldout, i.Key, foldoutStyle); + EditorGUI.indentLevel--; + if(i.Value.showFoldout) if(i.Value != null)i.Value.DrawCustomInspector(stm); //draw a custom inspector for each Jitter + } + //Create new button: + STMCustomInspectorTools.DrawCreateNewButton("Create New Auto Clip", "STMAutoClips/New Auto Clip.asset", "STMAutoClipData", stm); + } + EditorGUI.indentLevel--; + } + stm.data.showMasterFoldout = EditorGUILayout.Foldout(stm.data.showMasterFoldout, "Master", foldoutStyle); + if(stm.data.showMasterFoldout) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedData.FindProperty("disableAnimatedText"), true); + EditorGUILayout.PropertyField(serializedData.FindProperty("defaultFont")); + EditorGUILayout.PropertyField(serializedData.FindProperty("boundsColor")); + EditorGUILayout.PropertyField(serializedData.FindProperty("textBoundsColor")); + EditorGUILayout.PropertyField(serializedData.FindProperty("finalTextBoundsColor")); + EditorGUILayout.PropertyField(serializedData.FindProperty("superscriptOffset")); + EditorGUILayout.PropertyField(serializedData.FindProperty("superscriptSize")); + EditorGUILayout.PropertyField(serializedData.FindProperty("subscriptOffset")); + EditorGUILayout.PropertyField(serializedData.FindProperty("subscriptSize")); + EditorGUILayout.PropertyField(serializedData.FindProperty("inspectorFont")); + EditorGUI.indentLevel--; + } + if(GUILayout.Button("Refresh Database")) + { + stm.data = null; + } + if(GUI.changed) + { + EditorUtility.SetDirty(stm.data); + } + + serializedData.ApplyModifiedProperties(); + + + }else{ //draw actual text mesh inspector: + + Font oldFont = GUI.skin.font; + if(stm.data.inspectorFont != null) + { + GUI.skin.font = stm.data.inspectorFont; + } + EditorGUILayout.PropertyField(serializedObject.FindProperty("_text")); + GUI.skin.font = oldFont; +/* + EditorGUILayout.LabelField("Text"); + Vector2 scroll = Vector2.zero; + scroll = EditorGUILayout.BeginScrollView(scroll, false, true); + GUIStyle textAreaStyle = new GUIStyle(GUI.skin.textArea); + stm._text = EditorGUILayout.TextArea(stm._text, textAreaStyle, new GUILayoutOption[]{GUILayout.MinHeight(80), GUILayout.MaxHeight(200), GUILayout.ExpandHeight(false), GUILayout.Width(Screen.width - 50)}); + EditorGUILayout.EndScrollView(); +*/ + stm.showAppearanceFoldout = EditorGUILayout.Foldout(stm.showAppearanceFoldout, "Appearance", foldoutStyle); + if(stm.showAppearanceFoldout) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("font")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("_color")); //richtext default stuff... + EditorGUILayout.PropertyField(serializedObject.FindProperty("_fade")); + //stm.color = EditorGUILayout.ColorField("Color", stm.color); + if(stm.bestFit == SuperTextMesh.BestFitMode.Always)//no editing value + { + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.FloatField("Size", stm.size * stm.bestFitMulti); + EditorGUI.EndDisabledGroup(); + } + else if(stm.bestFit == SuperTextMesh.BestFitMode.SquishAlways) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("size")); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.FloatField(stm.size * stm.bestFitMulti); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndHorizontal(); + } + else if(stm.bestFit == SuperTextMesh.BestFitMode.OverLimit) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("size")); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.FloatField(stm.size * stm.bestFitMulti); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndHorizontal(); + } + else if(stm.bestFit == SuperTextMesh.BestFitMode.SquishOverLimit) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("size")); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.FloatField(stm.size * stm.bestFitMulti); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndHorizontal(); + } + else if(stm.bestFit == SuperTextMesh.BestFitMode.MultilineBETA) + { + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("size")); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.FloatField(stm.size * stm.bestFitMulti); + EditorGUI.EndDisabledGroup(); + EditorGUILayout.EndHorizontal(); + } + else //no best fit value + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("size")); + } + EditorGUILayout.PropertyField(serializedObject.FindProperty("bestFit")); + + if(stm.font != null) + { + EditorGUI.BeginDisabledGroup(!stm.font.dynamic); + EditorGUILayout.PropertyField(serializedObject.FindProperty("style")); + EditorGUI.EndDisabledGroup(); + } + EditorGUILayout.PropertyField(serializedObject.FindProperty("richText")); + + EditorGUILayout.Space(); //////////////////SPACE + + if(stm.font != null) + { + EditorGUILayout.BeginHorizontal(); + EditorGUI.BeginDisabledGroup(!stm.font.dynamic || stm.autoQuality); + EditorGUILayout.PropertyField(serializedObject.FindProperty("quality")); //text rendering + EditorGUI.EndDisabledGroup(); + if(stm.uiMode) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("autoQuality")); + } + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.PropertyField(serializedObject.FindProperty("filterMode")); + if(!stm.uiMode){ + UnityEngine.Rendering.ShadowCastingMode shadowMode = stm.r.shadowCastingMode; + stm.r.shadowCastingMode = (UnityEngine.Rendering.ShadowCastingMode)EditorGUILayout.EnumPopup("Shadow Casting Mode", shadowMode); + }else + { + //masking options! + EditorGUILayout.PropertyField(serializedObject.FindProperty("maskMode")); + } + //EditorGUILayout.BeginHorizontal(); + //if(GUILayout.Button("Ping")){ + //EditorUtility.FocusProjectWindow(); + // EditorGUIUtility.PingObject(stm.textMaterial); //select this object + //} + //Materials + EditorGUILayout.BeginHorizontal(); + if(GUILayout.Button("New")) + { + //Debug.Log(ClavianPath); + + //create new material in the correct folder + //give it the correct default shader + //assign it to this text mesh + string whatShader = stm.uiMode ? "Super Text Mesh/UI/Default" : "Super Text Mesh/Unlit/Default"; + Material newMaterial = new Material(Shader.Find(whatShader)); + if(!AssetDatabase.IsValidFolder(STMCustomInspectorTools.ClavianPath + "Materials")){ + //create folder if it doesn't exist yet + AssetDatabase.CreateFolder(STMCustomInspectorTools.ClavianPath.Remove(STMCustomInspectorTools.ClavianPath.Length - 1), "Materials"); + } + AssetDatabase.CreateAsset(newMaterial, AssetDatabase.GenerateUniqueAssetPath(STMCustomInspectorTools.ClavianPath + "Materials/NewMaterial.mat")); + stm.textMaterial = newMaterial; + } + EditorGUILayout.PropertyField(serializedObject.FindProperty("textMaterial")); //appearance + EditorGUILayout.EndHorizontal(); + //EditorGUILayout.EndHorizontal(); + + if(stm.textMaterial != null){ + stm.showMaterialFoldout = EditorGUILayout.Foldout(stm.showMaterialFoldout, "Material", foldoutStyle); + if(stm.showMaterialFoldout){ //show shader settings + EditorGUI.BeginChangeCheck(); + //Undo.RecordObject(stm, "Changed Super Text Mesh Material"); + STMCustomInspectorTools.DrawMaterialEditor(stm.textMaterial); + if(EditorGUI.EndChangeCheck()) + { + stm.Rebuild(); + } + } + } + } + + //EditorGUILayout.Space(); //////////////////SPACE + stm.showPositionFoldout = EditorGUILayout.Foldout(stm.showPositionFoldout, "Position", foldoutStyle); + if(stm.showPositionFoldout){ + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("baseOffset")); //physical stuff + EditorGUILayout.LabelField("Relative", GUILayout.MaxWidth(50f)); + stm.relativeBaseOffset = EditorGUILayout.Toggle(stm.relativeBaseOffset, GUILayout.MaxWidth(16f)); + EditorGUILayout.EndHorizontal(); + if(stm.uiMode){ + string[] anchorNames = new string[]{"Top", "Middle", "Bottom"}; + int[] anchorValues = new int[]{0,3,6}; + EditorGUI.BeginChangeCheck(); + int resultEnumValue = EditorGUILayout.IntPopup("Anchor", (int)Mathf.Floor((float)stm.anchor / 3f) * 3, anchorNames, anchorValues); + if(EditorGUI.EndChangeCheck()) + { + serializedObject.FindProperty("anchor").enumValueIndex = resultEnumValue; + } + }else{ + EditorGUILayout.PropertyField(serializedObject.FindProperty("anchor")); + } + //if(!uiMode.boolValue){ //restrict this to non-ui only...? + EditorGUILayout.PropertyField(serializedObject.FindProperty("alignment")); + + //} + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.PropertyField(serializedObject.FindProperty("lineSpacing")); //text formatting + EditorGUILayout.PropertyField(serializedObject.FindProperty("characterSpacing")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("tabSize")); + EditorGUILayout.Space(); //////////////////SPACE + if(!stm.uiMode){ //wrapping text works differently for UI: + EditorGUILayout.PropertyField(serializedObject.FindProperty("autoWrap")); //automatic... + if(stm.autoWrap > 0f){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("breakText")); + // EditorGUILayout.PropertyField(serializedObject.FindProperty("smartBreak")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("insertHyphens")); + } + EditorGUILayout.PropertyField(serializedObject.FindProperty("verticalLimit")); + if(stm.verticalLimit > 0f){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("verticalLimitMode")); + } + }else{ + EditorGUILayout.PropertyField(serializedObject.FindProperty("uiWrap")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("uiLimit")); + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.PropertyField(serializedObject.FindProperty("breakText")); + // EditorGUILayout.PropertyField(serializedObject.FindProperty("smartBreak")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("insertHyphens")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("verticalLimitMode")); + } + } + //EditorGUILayout.Space(); //////////////////SPACE + stm.showTimingFoldout = EditorGUILayout.Foldout(stm.showTimingFoldout, "Timing", foldoutStyle); + if(stm.showTimingFoldout){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("ignoreTimeScale")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("disableAnimatedText")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("forceAnimation")); + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.PropertyField(serializedObject.FindProperty("readDelay")); //technical stuff + if(stm.readDelay > 0f){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("autoRead")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("rememberReadPosition")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("drawOrder")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("drawAnimName")); + //stuff that needs progamming to work: + stm.showFunctionalityFoldout = EditorGUILayout.Foldout(stm.showFunctionalityFoldout, "Functionality", foldoutStyle); + if(stm.showFunctionalityFoldout){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("speedReadScale")); + EditorGUILayout.Space(); //////////////////SPACE + EditorGUILayout.PropertyField(serializedObject.FindProperty("unreadDelay")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("undrawOrder")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("undrawAnimName")); + } + //GUIContent drawAnimLabel = new GUIContent("Draw Animation", "What draw animation will be used. Can be customized with TextData."); + //selectedAnim.intValue = EditorGUILayout.Popup("Draw Animation", selectedAnim.intValue, stm.DrawAnimStrings()); + stm.showAudioFoldout = EditorGUILayout.Foldout(stm.showAudioFoldout, "Audio", foldoutStyle); + if(stm.showAudioFoldout){ + //EditorGUILayout.LabelField("Audio", EditorStyles.boldLabel); //HEADER + EditorGUILayout.PropertyField(serializedObject.FindProperty("audioSource")); + if(stm.audioSource != null){ //flag + EditorGUILayout.PropertyField(serializedObject.FindProperty("audioClips"), true); //yes, show children + EditorGUILayout.PropertyField(serializedObject.FindProperty("stopPreviousSound")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("pitchMode")); + if(stm.pitchMode == SuperTextMesh.PitchMode.Normal){ + //nothing! + } + else if(stm.pitchMode == SuperTextMesh.PitchMode.Single){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("overridePitch")); + } + else{ //random between two somethings + EditorGUILayout.PropertyField(serializedObject.FindProperty("minPitch")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("maxPitch")); + } + if(stm.pitchMode == SuperTextMesh.PitchMode.Perlin){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("perlinPitchMulti")); + } + if(stm.speedReadScale < 1000f){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("speedReadPitch")); + } + } + } + } + } + stm.showEventFoldout = EditorGUILayout.Foldout(stm.showEventFoldout, "Events", foldoutStyle); + if(stm.showEventFoldout){ + EditorGUILayout.PropertyField(serializedObject.FindProperty("onRebuildEvent")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("onPrintEvent")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("onCompleteEvent")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("onUndrawnEvent")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("onVertexMod")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("onPreParse")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("onCustomEvent")); + } + + stm.showBetaFoldout = EditorGUILayout.Foldout(stm.showBetaFoldout, "Beta", foldoutStyle); + if(stm.showBetaFoldout) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("rtl")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("removeEmoji")); + /* + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PropertyField(serializedObject.FindProperty("validateMesh")); + if(!stm.validateMesh) + { + if(GUILayout.Button("Validate")) + { + //stm.OnValidate(); + stm.OnValidate(); + stm.validateAppearance = true; + stm.Update(); + } + } + EditorGUILayout.EndHorizontal(); + */ + } + + //EditorGUILayout.Space(); //////////////////SPACE + //EditorGUILayout.PropertyField(debugMode); + } + + serializedObject.ApplyModifiedProperties(); + } +} +#endif + +[HelpURL("Assets/Clavian/SuperTextMesh/Documentation/SuperTextMesh.html")] //make the help open local documentation +[AddComponentMenu("Mesh/Super Text Mesh", 3)] //allow it to be added as a component +[ExecuteInEditMode] +[DisallowMultipleComponent] +public class SuperTextMesh : MonoBehaviour, ILayoutElement { //MaskableGraphic... rip + + + //foldout bools for editor. not on the GUI script, cause they get forgotten + public bool showTextFoldout = true; + public bool showAppearanceFoldout = true; + public bool showMaterialFoldout = true; + public bool showPositionFoldout = true; + public bool showTimingFoldout = false; + public bool showFunctionalityFoldout = false; + public bool showAudioFoldout = false; + public bool showEventFoldout = false; + public bool showBetaFoldout = false; + + #if UNITY_EDITOR + private static Transform MakeObjectFromAssetPath(MenuCommand menuCommand, string assetName) + { + //Create a game object + GameObject objectFab = (GameObject)AssetDatabase.LoadAssetAtPath(STMCustomInspectorTools.ClavianPath + "Resources/STMPrefabs/" + assetName + ".prefab", typeof(GameObject)); + GameObject newObject = Instantiate(objectFab); //instantiate prefab from assets + newObject.transform.name = objectFab.name; //so it doesn't have "(Clone)" after + GameObjectUtility.SetParentAndAlign(newObject, menuCommand.context as GameObject); //Ensure it gets reparented if this was a context click (otherwise does nothing) + Undo.RegisterCreatedObjectUndo(newObject, "Create " + newObject.name); //Register the creation in the undo system + Selection.activeObject = newObject; + return newObject.transform; + } + private static void AttachToCanvas(Transform thisTransform, MenuCommand menuCommand) + { + //force-attach to canvas if it exists, or auto-create new one. + Canvas myCanvas = (Canvas)FindObjectOfType(typeof(Canvas)); //find a canvas in the scene + //just in case this is a prefab canvas + if(myCanvas == null) + { + GameObject myParent = menuCommand.context as GameObject; + if(myParent != null) myCanvas = myParent.GetComponentInParent(); + } + if(myCanvas == null){ //create a new canvas to parent to! + GameObject newObject = new GameObject(); + newObject.transform.name = "Canvas"; + myCanvas = newObject.AddComponent(); + myCanvas.renderMode = RenderMode.ScreenSpaceOverlay; + newObject.AddComponent(); + newObject.AddComponent(); + Undo.RegisterCreatedObjectUndo(newObject, "Created New Canvas for UI Super Text"); + } + if(thisTransform.GetComponentInParent() == null) + { + thisTransform.SetParent(myCanvas.transform); + } + } + //Add to the gameobject menu: + [MenuItem("GameObject/3D Object/Super 3D Text", false, 4000)] //instantiate a prefab of this + private static void MakeNewText(MenuCommand menuCommand){ + MakeObjectFromAssetPath(menuCommand, "New Super Text"); + } + [MenuItem("GameObject/UI/Super Text", false, 2001)] //instantiate a prefab of this + private static void MakeNewUIText(MenuCommand menuCommand){ + AttachToCanvas(MakeObjectFromAssetPath(menuCommand, "Super Text"), menuCommand); + } + [MenuItem("GameObject/UI/Super Button", false, 2031)] + private static void MakeNewUIButton(MenuCommand menuCommand) + { + AttachToCanvas(MakeObjectFromAssetPath(menuCommand, "Super Button"), menuCommand); + } + [MenuItem("GameObject/UI/Super Toggle", false, 2032)] + private static void MakeNewUIToggle(MenuCommand menuCommand) + { + AttachToCanvas(MakeObjectFromAssetPath(menuCommand, "Super Toggle"), menuCommand); + } + [MenuItem("GameObject/UI/Super Dropdown", false, 2036)] + private static void MakeNewUIDropdown(MenuCommand menuCommand) + { + AttachToCanvas(MakeObjectFromAssetPath(menuCommand, "Super Dropdown"), menuCommand); + } + /* + [MenuItem("GameObject/UI/Super Input Field", false, 2038)] + private static void MakeNewUIInputField(MenuCommand menuCommand) + { + AttachToCanvas(MakeObjectFromAssetPath(menuCommand, "Super InputField")); + } + */ + + #endif + + private static SuperTextMeshData _data; //made this static so it's only loaded once by default + public SuperTextMeshData data{ + get{ + if(_data == null){ + //sticking with resource folder since it works in builds + _data = Resources.Load("SuperTextMeshData") as SuperTextMeshData; //load textdata + //_data = (SuperTextMeshData)AssetDatabase.LoadAssetAtPath(STMCustomInspectorTools.ClavianPath + "Resources/SuperTextMeshData.asset", typeof(SuperTextMeshData)); + if(_data != null) + _data.RebuildDictionaries(); //rebuild dictionaries + else + Debug.Log("Super Text Mesh Data not initialized. This might happen when first importing or updating Super Text Mesh. If this persists, please make sure Super Text Mesh's 'Resources' folders are left where they were upon import."); + } + return _data; + }set{ + _data = value; //for setting it to be null so this gets redone! + } + } + private Transform _t; + public Transform t{ + get{ + if(_t == null) _t = this.transform; + return _t; + } + } + private MeshFilter _f; + public MeshFilter f{ + get{ + if(_f == null) _f = t.GetComponent(); + if(_f == null) _f = t.gameObject.AddComponent(); + return _f; + } + } + private MeshRenderer _r; + public MeshRenderer r{ + get{ + if(_r == null) _r = t.GetComponent(); + if(_r == null) _r = t.gameObject.AddComponent(); + return _r; + } + } + private CanvasRenderer _c; + public CanvasRenderer c{ + get{ + if(_c == null) _c = t.GetComponent(); + if(_c == null) _c = t.gameObject.AddComponent(); + return _c; + } + } + //public bool uiMode; //is it in UI mode? please don't change this manually + public bool uiMode{ + get{ + return t is RectTransform; + } + } + + public List info = new List(); //switching this out for an array & using temp lists makes less appear in the deep profiler, but has no effect on GC + private List lineBreaks = new List(); //what characters are line breaks + public List lineHeights = new List(); //for each line, the size of the tallest character in each + internal List boxHeights = new List(); + [TextArea(3,10)] //[Multiline] also works, but i like this better + [UnityEngine.Serialization.FormerlySerializedAs("text")] + public string _text = "Hello, World!"; + public string text{ + get{ + return this._text; + } + set{ + this._text = value ?? ""; //never set it to be a null string or this causes an error. + if(t.gameObject.activeInHierarchy) + Rebuild(); //auto-rebuild + } + } + public string Text{ //legacy fix since v1.6 + get{ //just do the same as text + return this._text; + } + set{ + this._text = value ?? ""; //never set it to be a null string or this causes an error. + if(t.gameObject.activeInHierarchy) + Rebuild(); //auto-rebuild + } + } + [HideInInspector] public string drawText; //text, after removing junk + [HideInInspector] public string hyphenedText; //text, with junk added to it + [Tooltip("Font to be used by this text mesh. .rtf, .otf, and Unity fonts are supported.")] + public Font font; + + [UnityEngine.Serialization.FormerlySerializedAs("color")] + [Tooltip("this was the old value for colour as isn't used by STM anymore. Don't use it!")] + public Color32 _color32 = Color.white; //these may be parked as public but please don't use them. sorry. + [Tooltip("Default color of the text mesh. This can be changed with the tag! See the docs for more info.")] + public Color _color = Color.white; //i wish marking this as internal didn't break stuff (well, you know why this doesn't work........ shoulda used namespaces) + public Color color + { + get + { + return _color; + } + set + { + _color = value; + } + } + //[UnityEngine.Serialization.FormerlySerializedAs("color")] + //private Color32 color32 = Color.white; + [Tooltip("If true, Super Text Mesh will call SetMesh() every frame it is active. This is primarily to be used together with animating a changing color value.")] + public bool forceAnimation = false; + [Tooltip("Will the text listen to tags like and ? See docs for a full list of tags.")] + public bool richText = true; //care about formatting like ? + [Tooltip("Delay in seconds between letters getting read out. Disabled if set to 0.")] + public float readDelay = 0f; //disabled if 0. + + [Tooltip("Multiple of time for when speeding up text. Set it to a big number like 1000 to show all text immediately.")] + public float speedReadScale = 2f; //for speeding thru text, this will be the delay. set to 0 to display instantly. + [Tooltip("Whether reading uses deltaTime or fixedDeltaTime")] + public bool ignoreTimeScale = true; + public float GetDeltaTime{ + get{ + return data.disableAnimatedText || disableAnimatedText || !applicationFocused ? 0f : ignoreTimeScale ? Time.unscaledDeltaTime : Time.deltaTime; + } + } + public float GetTime{ + get{ + return data.disableAnimatedText || disableAnimatedText || !applicationFocused ? 0f : ignoreTimeScale ? Time.unscaledTime : Time.time; + } + } + public float GetDeltaTime2{//for when the text is getting read out + get{ //don't advance if application is not focused + return !applicationFocused ? 0f : ignoreTimeScale ? Time.unscaledDeltaTime : Time.deltaTime; + } + } + public bool disableAnimatedText = false; //disable for just this mesh + /* + public float GetTime2{ + get{ + return ignoreTimeScale ? Time.unscaledTime : Time.time; + } + }*/ + + //public int selectedAnim = 0; //what draw animation is selected currently..... + [Tooltip("Name of what draw animation will be used. Case-sensitive.")] + public string drawAnimName = "Appear"; //this is a string instead of a custom dropdown so reordering saved animations can't change it + + [Tooltip("Delay between letters, for undrawing.")] + public float unreadDelay = 0.05f; + [Tooltip("Undraw order.")] + public DrawOrder undrawOrder = DrawOrder.AllAtOnce; + [Tooltip("Undraw animation name.")] + public string undrawAnimName = "Appear"; + + [Tooltip("Audio source for read sound clips. Sound won't be played if null.")] + public AudioSource audioSource; + [Tooltip("Default sound to be read by the above audio source. Can be left null to make no sound by default.")] + public AudioClip[] audioClips; + [Tooltip("Should a new letter's sound stop a previous one and play, or let the old one keep playing?")] + public bool stopPreviousSound = true; + + [Tooltip("Pitch options for reading out text.")] + public PitchMode pitchMode = PitchMode.Normal; + public enum PitchMode{ + Normal, + Single, + Random, + Perlin + } + [Tooltip("New pitch for the sound clip.")] + [Range(0f,3f)] + public float overridePitch = 1f; + [Tooltip("Minimum pitch for random pitches. If same or greater than max pitch, this will be the pitch.")] + [Range(0f,3f)] + public float minPitch = 0.9f; + [Tooltip("Maximum pitch for random pitches.")] + [Range(0f,3f)] + public float maxPitch = 1.2f; + [Range(-2f,2f)] + [Tooltip("This amount will be ADDED to the pitch when speedreading. Speedreading uses the delay from 'Fast Delay'")] + public float speedReadPitch = 0f; + [Tooltip("Multiple for how fast the perlin noise will advance.")] + public float perlinPitchMulti = 1.0f; + private bool speedReading = false; + private bool skippingToEnd = false; //alt version of speedread that just skips to the end + + [HideInInspector] public bool reading = false; //is text currently being read out? this is public so it can be used by other scripts! + private Coroutine readRoutine; //coroutine that handles reading out text + [HideInInspector] public bool unreading = false; + + [Tooltip("Size in local space for letters, by default. Can be changed with the tag.")] + public float size = 1f; //size of letter in local space! not percentage of quality. letters can have diff sizes individually + + [HideInInspector] public float bestFitMulti = 1f; //for best fit, size will be multiplied by this... + + [Range(1,500)] + [Tooltip("Point size of text. Try to keep it as small as possible while looking crisp!")] + public int quality = 64; //actual text size. point size + [Tooltip("Choose 'Point' for a crisp look. You'll probably want that for pixel fonts!")] + public FilterMode filterMode = FilterMode.Bilinear; + + [Tooltip("This value is used with how UI Text reacts to masking.")] + public MaskMode maskMode = MaskMode.Inside; + public enum MaskMode + { + Inside = 0, + Outside = -1 + } + //TODO: completely redraw text texture upon quality change. 2016-06-07 note: might have already done this + [Tooltip("Default letter style. Can be changed with the and tags, using rich text.")] + public FontStyle style = FontStyle.Normal; + [Tooltip("Additional offset for text from the transform, in local space. This does not effect the bounding box, and can be used to better align text with other elements.")] + public Vector3 baseOffset = Vector3.zero; //for offsetting z, mainly + public bool relativeBaseOffset = true; //if this offset is relative to letter size + [Tooltip("Adjust line spacing between multiple lines of text. 1 is the default for the font.")] + public float lineSpacing = 1.0f; + [Tooltip("Adjust additional spacing between characters. 0 is default.")] + public float characterSpacing = 0.0f; + [Tooltip("How far tabs indent.")] + public float tabSize = 4.0f; + [Tooltip("Distance in local space before a line break is automatically inserted at the previous space. Disabled if set to 0.")] + public float autoWrap = 12f; //if text on one row exceeds this, insert line break at previously available space + public float AutoWrap{ //get autowrap limit OR ui bounds + get{ + if(uiMode && uiWrap) + { + //LayoutRebuilder.MarkLayoutForRebuild(tr); + return (float)tr.rect.width; //get wrap limit, within left and right bounds! + //return preferredWidth; + } + else if(uiMode && !uiWrap) return 0f; + return autoWrap; + } + } + public RectTransform tr{ + get{ + return t as RectTransform; + } + } + [Tooltip("If true, STM will set its bounds based on RectTransform, without need for Content Size Fitter.")] + public bool uiWrap = true; + [Tooltip("If true, STM will set its bounds based on RectTransform, without need for Content Size Fitter.")] + public bool uiLimit = true; + +// [Tooltip("Should text wrap at the edge of the bounding box, or go over?")] +// public bool wrapText = true; + [Tooltip("With auto wrap, should large words be split to fit in the box?")] + public bool breakText = false; + //[Tooltip("This value controls how short a line of text can be when autowrapping. If set to 1, it's disabled, if set to 0, lines will try to be as short as possible.")] + //[Range(0f,1f)] + //public float smartBreak = 1f; + [Tooltip("When large words are split, Should a hyphen be inserted?")] + public bool insertHyphens = true; + + [Tooltip("The anchor point of the mesh. For UI text, this also controls the alignment.")] + public TextAnchor anchor = TextAnchor.UpperLeft; + [Tooltip("Decides where text should align to. Uses the Auto Wrap box as bounds.")] + public Alignment alignment = Alignment.Left; + public enum Alignment{ + Left, + Center, + Right, + Justified, + ForceJustified + } + [Tooltip("Maximum vertical space for this text box. Infinite if set to 0.")] + public float verticalLimit = 0f; + private float VerticalLimit{ + get{ + if(uiMode && uiLimit) return (float)tr.rect.height; + //if(uiMode && uiLimit) return preferredHeight; + else if(uiMode && !uiLimit) return 0f; //text isn't being limited + return verticalLimit; + } + } +// [Tooltip("For UI text, will cut off text if it goes beyond the vertical limit.")] +// public bool limitText = true; + public enum VerticalLimitMode{ + ShowLast, + CutOff, + Ignore, + AutoPause, + AutoPauseFull, + SquishBETA + } + [Tooltip("How to treat text that goes over the vertical limit.")] + public VerticalLimitMode verticalLimitMode = VerticalLimitMode.Ignore; + + public string leftoverText; //if verticalLimitMode is set to CutOff, this will be the text that got cutoff + all tags preceeding it. + + [Tooltip("The material to be used by this text mesh. This is a Material so settings can be shared between multiple text meshes easily.")] + [UnityEngine.Serialization.FormerlySerializedAs("textMat")] + public Material textMaterial; //material to use on all submeshes or whatever by default. will always be textMaterials[0] + public Mesh textMesh; //keep track of mesh + + private bool areWeAnimating = false; //do we need to update every frame? + +//bounds stuff! I don't use the Bounds class since it's easier for me to grab the corners from here, +//and it'll be easier for devs to use, too + [HideInInspector] public Vector3 rawTopLeftBounds; //bounds before transform is applied + [HideInInspector] public Vector3 rawBottomRightBounds; + [HideInInspector] public Vector3 rawBottomRightTextBounds; //widest & furthest point on all text, unclamped to bounds + + //[HideInInspector] private float minY; //the y position of the last letter, including cut letters + + [HideInInspector] public Vector3 topLeftBounds; + [HideInInspector] public Vector3 topRightBounds; + [HideInInspector] public Vector3 bottomLeftBounds; + [HideInInspector] public Vector3 bottomRightBounds; + [HideInInspector] public Vector3 centerBounds; + + [HideInInspector] public Vector3 topLeftTextBounds; + [HideInInspector] public Vector3 topRightTextBounds; + [HideInInspector] public Vector3 bottomLeftTextBounds; + [HideInInspector] public Vector3 bottomRightTextBounds; + + [HideInInspector] public Vector3 centerTextBounds; + + [HideInInspector] public Vector3 finalTopLeftTextBounds; + [HideInInspector] public Vector3 finalTopRightTextBounds; + [HideInInspector] public Vector3 finalBottomLeftTextBounds; + [HideInInspector] public Vector3 finalBottomRightTextBounds; + + [HideInInspector] public Vector3 finalCenterTextBounds; + + private float lowestPosition = 0f; //this is the lowest position of text that will be drawn, clamped within verticalLimit + + private float lowestDrawnPosition; //as the mesh reads out, this is the lowest position drawn, unclamped + private float lowestDrawnPositionRaw; //without offset + private float furthestDrawnPosition; + + private float totalWidth; //for figuring out preferred width + + + public Vector3 unwrappedBottomRightTextBounds; + + public UnityEvent onCompleteEvent; //when the mesh is done drawing + public delegate void OnCompleteAction(); + public event OnCompleteAction OnCompleteEvent; //matching unityevent + + public UnityEvent onUndrawnEvent; //for when undrawing finishes + public delegate void OnUndrawnAction(); + public event OnUndrawnAction OnUndrawnEvent; + + public UnityEvent onRebuildEvent; //when rebuild() is called + public delegate void OnRebuildAction(); + public event OnRebuildAction OnRebuildEvent; + + public UnityEvent onPrintEvent; //whenever a new letter is printed. + public delegate void OnPrintAction(); + public event OnPrintAction OnPrintEvent; + + [System.Serializable] public class CustomEvent : UnityEvent{} //tag, textinfo, + [UnityEngine.Serialization.FormerlySerializedAs("customEvent")] + public CustomEvent onCustomEvent; + public delegate void OnCustomAction(string text, STMTextInfo info); + public event OnCustomAction OnCustomEvent; + + [System.Serializable] public class VertexMod : UnityEvent{} + [UnityEngine.Serialization.FormerlySerializedAs("vertexMod")] + public VertexMod onVertexMod; + public delegate void OnVertexModAction(Vector3[] verts, Vector3[] middles, Vector3[] positions); + public event OnVertexModAction OnVertexMod; + + [System.Serializable] public class PreParse : UnityEvent{} //will change string before stm uses it + [UnityEngine.Serialization.FormerlySerializedAs("preParse")] + public PreParse onPreParse; + public delegate void OnPreParseAction(STMTextContainer container); + public event OnPreParseAction OnPreParse; + + public bool debugMode = false; //pretty much just here to un-hide inspector stuff + + [HideInInspector] public float totalReadTime = 0f; + [HideInInspector] public float totalUnreadTime = 0f; + [HideInInspector] public float currentReadTime = 0f; //what position in the mesh it's currently at. Right now, this is just so jitters don't animate more than they should when you speed past em. + + //generate these with ur vert calls or w/e!!! + private Vector3[] endVerts = new Vector3[0]; + private Color32[] endCol32 = new Color32[0]; + //private int[] endTriangles = new int[0]; + private Vector2[] endUv = new Vector2[0]; + private Vector2[] endUv2 = new Vector2[0]; //overlay images + private List ratiosAndUvMids = new List(); //ratios of each letter, to be embedded into uv3 + private List isUvRotated = new List(); + //private Vector2[] uvMids = new Vector2[0]; //centre of the UV on this letter, to be embedded into uv4 + private Vector3[] startVerts = new Vector3[0]; + private Color32[] startCol32 = new Color32[0]; + private Vector3[] midVerts = new Vector3[0]; + private Color32[] midCol32 = new Color32[0]; + + //private List subMeshes = new List(); + + #pragma warning disable //hide warning that says this is never used + private float timeDrawn; //Time.time when the mesh was drawn. or Time.unscaledTime, depending + #pragma warning restore + + [Tooltip("Decides if the mesh will read out automatically when rebuilt.")] + public bool autoRead = true; + [Tooltip("Decides if the mesh will remember where it was if disabled/enabled while reading.")] + public bool rememberReadPosition = true; + + [Tooltip("For UI text. If true, quality is automatically set to be the same as size.")] + public bool autoQuality = false; + + public enum DrawOrder + { + LeftToRight, + AllAtOnce, + OneWordAtATime, + Random, + RightToLeft, + ReverseLTR, + RTLOneWordAtATime, + OneLineAtATime + } + [Tooltip("What order the text will draw in. 'All At Once' will ignore read delay. 'Robot' displays one word at a time. If set to 'Random', Read Delay becomes the time it'll take to draw the whole mesh.")] + public DrawOrder drawOrder = DrawOrder.LeftToRight; + + private bool callReadFunction = false; //will the read function need to be called? + + public bool removeEmoji = true; + + public int pauseCount + { + get + { + return _pauseCount; + } + } + private int _pauseCount = 0; //for . total amount of s that were reached while reading multiple times + public int currentPauseCount + { + get + { + return _currentPauseCount; + } + } + private int _currentPauseCount = 0; //amount of pauses found this rebuild cycle + + private float autoPauseStopPoint = 0f; + + public bool canContinue + { + get + { + return currentPauseCount > 0 && pauseCount < currentPauseCount; + } + } + public bool canUndoContinue + { + get + { + return pauseCount > 0 && currentPauseCount > 0; + } + } + + private List> allTags = new List>(); + private List allFonts = new List(); //a list of all fonts used on this mesh + + //characters where a hyphen/linebreak could be inserted at. unicode is soft hyphen, hair space, zero width space, then japanese punctuation and space + private static List linebreakFriendlyChars = new List(){' ', '\n', '\t', '-', '\u00AD', '\u200A', '\u200B', '。', '〜', '、', ',', '…', '‥', ' '}; + + //new linebreak rules! taken from https://en.wikipedia.org/wiki/Line_breaking_rules_in_East_Asian_languages + //characters that cannot appear at the end of a line. + private static List linebreakUnfriendlyChars = new List(){'$','(','£','¥','·','\'','\"','〈','《','「','『','【','〔','〖','〝','﹙','﹛','$','(','.','[','{','£','¥', //simplified chinese + '(','[','{','£','¥','\'','\"','‵','〈','《','「','『','〔','〝','︴','﹙','﹛','(','{','︵','︷','︹','︻','︽','︿','﹁','﹃','﹏', //traditional chinese + '(','[','{','〔','〈','《','「','『','【','〘','〖','〝','\'','\"','⦅','«'}; //japanese + + //characters that cannot appear at the start of a line. + //there are some spaces in here... + private static List linestartUnfriendlyChars = new List(){'!','%',')',',','.',':',';','?',']','}','¢','°','·','\'','\"','†','‡','›','℃','∶','、','。','〃','〆','〕','〗','〞','﹚','﹜','!','"','%',''',')',',','.',':',';','?','!',']','}','~', //simplified chinese + '!',')',',','.',':',';','?',']','}','¢','·','–','—',' ','\'','\"','•',' ','、','。','〆','〞','〕','〉','》','」','︰','︱','︲','︳','﹐','﹑','﹒','﹓','﹔','﹕','﹖','﹘','﹚','﹜','!',')',',','.',':',';','?','︶','︸','︺','︼','︾','﹀','﹂','﹗',']','|','}','、', //traditional chinese + ')',']','}','〕','〉','》','」','』','】','〙','〗','〟','\'','\"','⦆','»',//japanese closing brackets + 'ヽ','ヾ','ー','ァ','ィ','ゥ','ェ','ォ','ッ','ャ','ュ','ョ','ヮ','ヵ','ヶ','ぁ','ぃ','ぅ','ぇ','ぉ','っ','ゃ','ゅ','ょ','ゎ','ゕ','ゖ','ㇰ','ㇱ','ㇲ','ㇳ','ㇴ','ㇵ','ㇶ','ㇷ','ㇸ','ㇹ','ㇺ','ㇻ','ㇼ','ㇽ','ㇾ','ㇿ','々','〻', //chiisai kana and special marks + '‐','゠','–','〜', //hyphens + '?','!','‼','⁇','⁈','⁉', //delimiters + '・','、',':',';',',', //mid-sentence punctuation + '。','.', //sentence-ending punctuation + '—','.','‥','〳','〴','〵', //japanese do-not-split-characters + '0','1','2','3','4','5','6','7','8','9'}; //numbers (japanese do-not-split rule) + + + + //different processing rules: + //move punctuation to end of previous line. + //send characters not permitted at the end of a line to the next line. or move a character from the last line to the next one. + //squeeze to fit an appropriate character. + //do not split + + [Tooltip("Adjusts paragraphs for text that was input right-to-left.")] + public bool rtl = false; + //private List< + [Tooltip("All alpha values on this SUper Text Mesh will be multiplied by this value.")] + [Range(0f,1f)] + [SerializeField] private float _fade = 1f; + public float fade + { + get + { + return _fade; + } + set + { + _fade = value; + SetMesh(currentReadTime); + } + } + + [System.Serializable] + public enum BestFitMode + { + Off, + Always, + OverLimit, + SquishAlways, + SquishOverLimit, + MultilineBETA + } + public BestFitMode bestFit = BestFitMode.Off; + + //public bool validateMesh = true; + + //same as info[info.Count-1].pos.y ut cached + + STMDrawAnimData UndrawAnim{ + get{ + if(data.drawAnims.ContainsKey(undrawAnimName)){ + return data.drawAnims[undrawAnimName]; + }else if(data.drawAnims.ContainsKey("Appear")){ + return data.drawAnims["Appear"]; + }else{ + //Debug.Log("'Appear' draw animation isn't defined!"); //sometimes this'll get called on awake... oH + data = null; + return null; + } + } + } +/* + public string[] DrawAnimStrings(){ //get strings for the dropdown thing + string[] myStrings = new string[data.drawAnims.Count]; + for(int i=0, iL=myStrings.Length; i= myStrings.Length){ + selectedAnim = 0; //don't go over if one gets deleted + } + return myStrings; + } +*/ + private bool applicationFocused = true; + void OnApplicationFocus(bool focused){ + //don't run this in unity editor. text will still skip-forward in-editor with this, though... doesn't seem to be a way around it, unfortunately. + #if !UNITY_EDITOR + //this is needed cause without it, if mesh is ignoring time scale and application comes back into focus, time will skip forward. + if(!Application.runInBackground){ //only care if the application cares + applicationFocused = focused; + } + #endif + } + void OnDrawGizmosSelected(){ //draw boundsssss + //if(autoWrap > 0f){ //bother to draw bounds? + Gizmos.color = data.boundsColor; + RecalculateBounds(); + Gizmos.DrawLine(topLeftBounds, topRightBounds); //top + Gizmos.DrawLine(topLeftBounds, bottomLeftBounds); //left + Gizmos.DrawLine(topRightBounds, bottomRightBounds); //right + Gizmos.DrawLine(bottomLeftBounds, bottomRightBounds); //bottom + + Gizmos.color = data.textBoundsColor; + Gizmos.DrawLine(topLeftTextBounds, topRightTextBounds); //top + Gizmos.DrawLine(topLeftTextBounds, bottomLeftTextBounds); //left + Gizmos.DrawLine(topRightTextBounds, bottomRightTextBounds); //right + Gizmos.DrawLine(bottomLeftTextBounds, bottomRightTextBounds); //bottom + + Gizmos.color = data.finalTextBoundsColor; + Gizmos.DrawLine(finalTopLeftTextBounds, finalTopRightTextBounds); //top + Gizmos.DrawLine(finalTopLeftTextBounds, finalBottomLeftTextBounds); //left + Gizmos.DrawLine(finalTopRightTextBounds, finalBottomRightTextBounds); //right + Gizmos.DrawLine(finalBottomLeftTextBounds, finalBottomRightTextBounds); //bottom + + Gizmos.color = data.boundsColor; + //Gizmos.DrawSphere(centerBounds, 0.1f); + //Gizmos.color = Color.yellow; //draw maxes + //Gizmos.DrawLine(topRightTextBounds, rawBottomRightTextBounds); + //Gizmos.DrawLine(bottomLeftTextBounds, rawBottomRightTextBounds); + //Gizmos.DrawLine() + //} + } + public string RemoveEmoji(string x) + { + return Regex.Replace(x, @"[#*0-9]\uFE0F\u20E3|[\u00A9\u00AE\u203C\u2049\u2122\u2139\u2194-\u2199\u21A9\u21AA\u231A\u231B\u2328\u23CF\u23E9-\u23F3\u23F8-\u23FA\u24C2\u25AA\u25AB\u25B6\u25C0\u25FB-\u25FE\u2600-\u2604\u260E\u2611\u2614\u2615\u2618]|\u261D(?:\uD83C[\uDFFB-\uDFFF])?|[\u2620\u2622\u2623\u2626\u262A\u262E\u262F\u2638-\u263A\u2640\u2642\u2648-\u2653\u265F\u2660\u2663\u2665\u2666\u2668\u267B\u267E\u267F\u2692-\u2697\u2699\u269B\u269C\u26A0\u26A1\u26AA\u26AB\u26B0\u26B1\u26BD\u26BE\u26C4\u26C5\u26C8\u26CE\u26CF\u26D1\u26D3\u26D4\u26E9\u26EA\u26F0-\u26F5\u26F7\u26F8]|\u26F9(?:\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?|\uFE0F\u200D[\u2640\u2642]\uFE0F)?|[\u26FA\u26FD\u2702\u2705\u2708\u2709]|[\u270A-\u270D](?:\uD83C[\uDFFB-\uDFFF])?|[\u270F\u2712\u2714\u2716\u271D\u2721\u2728\u2733\u2734\u2744\u2747\u274C\u274E\u2753-\u2755\u2757\u2763\u2764\u2795-\u2797\u27A1\u27B0\u27BF\u2934\u2935\u2B05-\u2B07\u2B1B\u2B1C\u2B50\u2B55\u3030\u303D\u3297\u3299]|\uD83C(?:[\uDC04\uDCCF\uDD70\uDD71\uDD7E\uDD7F\uDD8E\uDD91-\uDD9A]|\uDDE6\uD83C[\uDDE8-\uDDEC\uDDEE\uDDF1\uDDF2\uDDF4\uDDF6-\uDDFA\uDDFC\uDDFD\uDDFF]|\uDDE7\uD83C[\uDDE6\uDDE7\uDDE9-\uDDEF\uDDF1-\uDDF4\uDDF6-\uDDF9\uDDFB\uDDFC\uDDFE\uDDFF]|\uDDE8\uD83C[\uDDE6\uDDE8\uDDE9\uDDEB-\uDDEE\uDDF0-\uDDF5\uDDF7\uDDFA-\uDDFF]|\uDDE9\uD83C[\uDDEA\uDDEC\uDDEF\uDDF0\uDDF2\uDDF4\uDDFF]|\uDDEA\uD83C[\uDDE6\uDDE8\uDDEA\uDDEC\uDDED\uDDF7-\uDDFA]|\uDDEB\uD83C[\uDDEE-\uDDF0\uDDF2\uDDF4\uDDF7]|\uDDEC\uD83C[\uDDE6\uDDE7\uDDE9-\uDDEE\uDDF1-\uDDF3\uDDF5-\uDDFA\uDDFC\uDDFE]|\uDDED\uD83C[\uDDF0\uDDF2\uDDF3\uDDF7\uDDF9\uDDFA]|\uDDEE\uD83C[\uDDE8-\uDDEA\uDDF1-\uDDF4\uDDF6-\uDDF9]|\uDDEF\uD83C[\uDDEA\uDDF2\uDDF4\uDDF5]|\uDDF0\uD83C[\uDDEA\uDDEC-\uDDEE\uDDF2\uDDF3\uDDF5\uDDF7\uDDFC\uDDFE\uDDFF]|\uDDF1\uD83C[\uDDE6-\uDDE8\uDDEE\uDDF0\uDDF7-\uDDFB\uDDFE]|\uDDF2\uD83C[\uDDE6\uDDE8-\uDDED\uDDF0-\uDDFF]|\uDDF3\uD83C[\uDDE6\uDDE8\uDDEA-\uDDEC\uDDEE\uDDF1\uDDF4\uDDF5\uDDF7\uDDFA\uDDFF]|\uDDF4\uD83C\uDDF2|\uDDF5\uD83C[\uDDE6\uDDEA-\uDDED\uDDF0-\uDDF3\uDDF7-\uDDF9\uDDFC\uDDFE]|\uDDF6\uD83C\uDDE6|\uDDF7\uD83C[\uDDEA\uDDF4\uDDF8\uDDFA\uDDFC]|\uDDF8\uD83C[\uDDE6-\uDDEA\uDDEC-\uDDF4\uDDF7-\uDDF9\uDDFB\uDDFD-\uDDFF]|\uDDF9\uD83C[\uDDE6\uDDE8\uDDE9\uDDEB-\uDDED\uDDEF-\uDDF4\uDDF7\uDDF9\uDDFB\uDDFC\uDDFF]|\uDDFA\uD83C[\uDDE6\uDDEC\uDDF2\uDDF3\uDDF8\uDDFE\uDDFF]|\uDDFB\uD83C[\uDDE6\uDDE8\uDDEA\uDDEC\uDDEE\uDDF3\uDDFA]|\uDDFC\uD83C[\uDDEB\uDDF8]|\uDDFD\uD83C\uDDF0|\uDDFE\uD83C[\uDDEA\uDDF9]|\uDDFF\uD83C[\uDDE6\uDDF2\uDDFC]|[\uDE01\uDE02\uDE1A\uDE2F\uDE32-\uDE3A\uDE50\uDE51\uDF00-\uDF21\uDF24-\uDF84]|\uDF85(?:\uD83C[\uDFFB-\uDFFF])?|[\uDF86-\uDF93\uDF96\uDF97\uDF99-\uDF9B\uDF9E-\uDFC1]|\uDFC2(?:\uD83C[\uDFFB-\uDFFF])?|[\uDFC3\uDFC4](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDFC5\uDFC6]|\uDFC7(?:\uD83C[\uDFFB-\uDFFF])?|[\uDFC8\uDFC9]|\uDFCA(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDFCB\uDFCC](?:\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?|\uFE0F\u200D[\u2640\u2642]\uFE0F)?|[\uDFCD-\uDFF0]|\uDFF3(?:\uFE0F\u200D\uD83C\uDF08)?|\uDFF4(?:\u200D\u2620\uFE0F|\uDB40\uDC67\uDB40\uDC62\uDB40(?:\uDC65\uDB40\uDC6E\uDB40\uDC67|\uDC73\uDB40\uDC63\uDB40\uDC74|\uDC77\uDB40\uDC6C\uDB40\uDC73)\uDB40\uDC7F)?|[\uDFF5\uDFF7-\uDFFF])|\uD83D(?:[\uDC00-\uDC14]|\uDC15(?:\u200D\uD83E\uDDBA)?|[\uDC16-\uDC40]|\uDC41(?:\uFE0F\u200D\uD83D\uDDE8\uFE0F)?|[\uDC42\uDC43](?:\uD83C[\uDFFB-\uDFFF])?|[\uDC44\uDC45]|[\uDC46-\uDC50](?:\uD83C[\uDFFB-\uDFFF])?|[\uDC51-\uDC65]|[\uDC66\uDC67](?:\uD83C[\uDFFB-\uDFFF])?|\uDC68(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\u2764\uFE0F\u200D\uD83D(?:\uDC8B\u200D\uD83D)?\uDC68|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?|[\uDC68\uDC69]\u200D\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?)|[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92])|\uD83E[\uDDAF-\uDDB3\uDDBC\uDDBD])|\uD83C(?:\uDFFB(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E[\uDDAF-\uDDB3\uDDBC\uDDBD]))?|\uDFFC(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C\uDFFB|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFD(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFB\uDFFC]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFE(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFB-\uDFFD]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFF(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFB-\uDFFE]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?))?|\uDC69(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\u2764\uFE0F\u200D\uD83D(?:\uDC8B\u200D\uD83D)?[\uDC68\uDC69]|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?|\uDC69\u200D\uD83D(?:\uDC66(?:\u200D\uD83D\uDC66)?|\uDC67(?:\u200D\uD83D[\uDC66\uDC67])?)|[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92])|\uD83E[\uDDAF-\uDDB3\uDDBC\uDDBD])|\uD83C(?:\uDFFB(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D\uDC68\uD83C[\uDFFC-\uDFFF]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFC(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D(?:\uDC68\uD83C[\uDFFB\uDFFD-\uDFFF]|\uDC69\uD83C\uDFFB)|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFD(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D(?:\uDC68\uD83C[\uDFFB\uDFFC\uDFFE\uDFFF]|\uDC69\uD83C[\uDFFB\uDFFC])|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFE(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D(?:\uDC68\uD83C[\uDFFB-\uDFFD\uDFFF]|\uDC69\uD83C[\uDFFB-\uDFFD])|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?|\uDFFF(?:\u200D(?:[\u2695\u2696\u2708]\uFE0F|\uD83C[\uDF3E\uDF73\uDF93\uDFA4\uDFA8\uDFEB\uDFED]|\uD83D[\uDCBB\uDCBC\uDD27\uDD2C\uDE80\uDE92]|\uD83E(?:\uDD1D\u200D\uD83D[\uDC68\uDC69]\uD83C[\uDFFB-\uDFFE]|[\uDDAF-\uDDB3\uDDBC\uDDBD])))?))?|\uDC6A|[\uDC6B-\uDC6D](?:\uD83C[\uDFFB-\uDFFF])?|\uDC6E(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC6F(?:\u200D[\u2640\u2642]\uFE0F)?|\uDC70(?:\uD83C[\uDFFB-\uDFFF])?|\uDC71(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC72(?:\uD83C[\uDFFB-\uDFFF])?|\uDC73(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDC74-\uDC76](?:\uD83C[\uDFFB-\uDFFF])?|\uDC77(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC78(?:\uD83C[\uDFFB-\uDFFF])?|[\uDC79-\uDC7B]|\uDC7C(?:\uD83C[\uDFFB-\uDFFF])?|[\uDC7D-\uDC80]|[\uDC81\uDC82](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDC83(?:\uD83C[\uDFFB-\uDFFF])?|\uDC84|\uDC85(?:\uD83C[\uDFFB-\uDFFF])?|[\uDC86\uDC87](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDC88-\uDCA9]|\uDCAA(?:\uD83C[\uDFFB-\uDFFF])?|[\uDCAB-\uDCFD\uDCFF-\uDD3D\uDD49-\uDD4E\uDD50-\uDD67\uDD6F\uDD70\uDD73]|\uDD74(?:\uD83C[\uDFFB-\uDFFF])?|\uDD75(?:\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?|\uFE0F\u200D[\u2640\u2642]\uFE0F)?|[\uDD76-\uDD79]|\uDD7A(?:\uD83C[\uDFFB-\uDFFF])?|[\uDD87\uDD8A-\uDD8D]|[\uDD90\uDD95\uDD96](?:\uD83C[\uDFFB-\uDFFF])?|[\uDDA4\uDDA5\uDDA8\uDDB1\uDDB2\uDDBC\uDDC2-\uDDC4\uDDD1-\uDDD3\uDDDC-\uDDDE\uDDE1\uDDE3\uDDE8\uDDEF\uDDF3\uDDFA-\uDE44]|[\uDE45-\uDE47](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDE48-\uDE4A]|\uDE4B(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDE4C(?:\uD83C[\uDFFB-\uDFFF])?|[\uDE4D\uDE4E](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDE4F(?:\uD83C[\uDFFB-\uDFFF])?|[\uDE80-\uDEA2]|\uDEA3(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDEA4-\uDEB3]|[\uDEB4-\uDEB6](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDEB7-\uDEBF]|\uDEC0(?:\uD83C[\uDFFB-\uDFFF])?|[\uDEC1-\uDEC5\uDECB]|\uDECC(?:\uD83C[\uDFFB-\uDFFF])?|[\uDECD-\uDED2\uDED5\uDEE0-\uDEE5\uDEE9\uDEEB\uDEEC\uDEF0\uDEF3-\uDEFA\uDFE0-\uDFEB])|\uD83E(?:[\uDD0D\uDD0E]|\uDD0F(?:\uD83C[\uDFFB-\uDFFF])?|[\uDD10-\uDD17]|[\uDD18-\uDD1C](?:\uD83C[\uDFFB-\uDFFF])?|\uDD1D|[\uDD1E\uDD1F](?:\uD83C[\uDFFB-\uDFFF])?|[\uDD20-\uDD25]|\uDD26(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDD27-\uDD2F]|[\uDD30-\uDD36](?:\uD83C[\uDFFB-\uDFFF])?|\uDD37(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDD38\uDD39](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDD3A|\uDD3C(?:\u200D[\u2640\u2642]\uFE0F)?|[\uDD3D\uDD3E](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDD3F-\uDD45\uDD47-\uDD71\uDD73-\uDD76\uDD7A-\uDDA2\uDDA5-\uDDAA\uDDAE-\uDDB4]|[\uDDB5\uDDB6](?:\uD83C[\uDFFB-\uDFFF])?|\uDDB7|[\uDDB8\uDDB9](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDDBA|\uDDBB(?:\uD83C[\uDFFB-\uDFFF])?|[\uDDBC-\uDDCA]|[\uDDCD-\uDDCF](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|\uDDD0|\uDDD1(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1|\uD83C(?:\uDFFB(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C\uDFFB)?|\uDFFC(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB\uDFFC])?|\uDFFD(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB-\uDFFD])?|\uDFFE(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB-\uDFFE])?|\uDFFF(?:\u200D\uD83E\uDD1D\u200D\uD83E\uDDD1\uD83C[\uDFFB-\uDFFF])?))?|[\uDDD2-\uDDD5](?:\uD83C[\uDFFB-\uDFFF])?|\uDDD6(?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDDD7-\uDDDD](?:\u200D[\u2640\u2642]\uFE0F|\uD83C[\uDFFB-\uDFFF](?:\u200D[\u2640\u2642]\uFE0F)?)?|[\uDDDE\uDDDF](?:\u200D[\u2640\u2642]\uFE0F)?|[\uDDE0-\uDDFF\uDE70-\uDE73\uDE78-\uDE7A\uDE80-\uDE82\uDE90-\uDE95])", string.Empty); + } + + void RemoveLastCharacter() + { + + } + + + private bool fontTextureJustRebuilt = true; + void OnFontTextureRebuilt(Font changedFont){ + //if (changedFont != font) //ignore if font doesn't exist on this mesh + // return; + //Rebuild(currentReadTime, currentReadTime > 0f ? true : autoRead); //the font texture attached to this mesh has changed. a rebuild is neccesary. + if(textMesh != null && hyphenedText.Length > 0 && allFonts.Contains(changedFont)) + { + fontTextureJustRebuilt = true; + //2018-05-29: only rebuild if this mesh actually contains the font! + //RebuildTextInfo(); + + /* + //efficient, but rarely this causes text to just... not render + GetCharacterInfoForArray(); + //update mesh + SetMesh(currentReadTime); + */ + Rebuild(currentReadTime, reading ? true : autoRead); + } + } + #if UNITY_5_4_OR_NEWER + void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode){ + if(this != null && t.gameObject.activeInHierarchy && this.enabled){ //stupid + StartCoroutine(WaitFrameThenRebuild()); //just do it anyway + /* + if(loadSceneMode == LoadSceneMode.Single){ + StartCoroutine(WaitFrameThenRebuild()); + }else{ + Rebuild(autoRead); //otherwise, texture goes missing. miiiight not be neccesary in 5.4+? + } + */ + } + } + #else + void OnLevelWasLoaded(int level){ + StartCoroutine(WaitFrameThenRebuild()); + //Rebuild(autoRead); //otherwise, texture goes missing. + } + #endif + IEnumerator WaitFrameThenRebuild(){ + yield return null; + Rebuild(currentReadTime, autoRead); + } + IEnumerator WaitFrameThenRebuild(bool auto){ + yield return null; + Rebuild(currentReadTime, auto); + } + IEnumerator WaitFrameThenRebuild(bool auto, bool execute){ + yield return null; + Rebuild(currentReadTime, auto, execute); + } + + void OnEnable(){ + Init(); + if(Application.isPlaying) + { //cause autoread to work + if(callReadFunction && rememberReadPosition) + { //remember read position? + if(currentReadTime == 0f)//same as Start() + { + Rebuild(autoRead); + } + else if(currentReadTime >= totalReadTime) + { //it finished reading? + Rebuild(currentReadTime, true, false); + //SetMesh(currentReadTime); //skip to end w/o events + } + else + { //it was halfway thru + Rebuild(currentReadTime, autoRead); + } + } + else + { //act like Start() + Rebuild(autoRead); + } + } + else + { + Rebuild(); + } + } + void Start(){ + textMesh = null; //THIS IS NEEDED TO PREVENT THE DUPLICATION GLITCH + //Init(); + if(uiMode) + StartCoroutine(WaitFrameThenRebuild(autoRead)); + else + Rebuild(autoRead); + } + void OnDisable(){ + //Debug.Log("Disabled!"); + UnInit(); + if(uiMode){ + DestroyImmediate(textMesh); + c.Clear(); + //c.SetMesh(null); + }else{ + DestroyImmediate(f.sharedMesh); + } + } + void OnDestroy() + { + //UnInit(); + } + void Init() + { + //uiMode = t is RectTransform; + + #if UNITY_5_4_OR_NEWER + SceneManager.sceneLoaded += OnSceneLoaded; //hopefully not an issue if called multiple times? + #endif + Font.textureRebuilt += OnFontTextureRebuilt; + #if UNITY_EDITOR + Undo.undoRedoPerformed += OnUndoRedo; + #endif + } + void UnInit() + { + #if UNITY_5_4_OR_NEWER + SceneManager.sceneLoaded -= OnSceneLoaded; + #endif + Font.textureRebuilt -= OnFontTextureRebuilt; + #if UNITY_EDITOR + Undo.undoRedoPerformed -= OnUndoRedo; + #endif + StopReadRoutine(); + } + void OnUndoRedo() + { + Rebuild(); + } + void StopReadRoutine(){ + reading = false; + if(readRoutine != null) + { + StopCoroutine(readRoutine); //stop routine, just in case + } + } + /* + private void AddRebuildCall(){ + if(Font.textureRebuilt == null || !Font.textureRebuilt.GetInvocationList().Contains(OnFontTextureRebuilt)){ + Font.textureRebuilt += OnFontTextureRebuilt; + } + } + private void RemoveRebuildCall(){ + Font.textureRebuilt -= OnFontTextureRebuilt; + } + */ + #if UNITY_EDITOR //just for updating when the editor changes + internal bool validateAppearance = false; + #endif + public void OnValidate() { + //legacy support, for updating color storage... + if(_color32 != Color.white) + { + // Debug.Log("Converted old Color32 value on '" + t.name + "' to Color!"); //works so well you don't even need the debug, apparently! + _color = _color32; + _color32 = Color.white; + } + if(font != null && !font.dynamic) + { + if(font.fontSize > 0){ + quality = font.fontSize; + }else{ + Debug.Log("You're probably using a custom font! \n Unity's got a bug where custom fonts have their size set to 0 by default and there's no way to change that! So to avoid this error, here's a solution: \n * Drag any font into Unity. Set it to be 'Unicode' or 'ASCII' in the inspector, depending on the characters you want your font to have. \n * Set 'Font Size' to whatever size you want 'quality' to be locked at. \n * Click the gear in the corner of the inspector and 'Create Editable Copy'. \n * Now, under the array of 'Character Rects', change size to 0 to clear everything. \n * Now you have a brand new font to edit that has a font size that's not zero! Yeah!"); + } + //quality = UseThisFont.fontSize == 0 ? 64 : UseThisFont.fontSize; //for getting around fonts with a default size of 0. + //Debug.Log("Font size is..." + UseThisFont.fontSize); + style = FontStyle.Normal; + } + if(size < 0.0001f){size = 0.0001f;} + if(readDelay < 0f){readDelay = 0f;} + if(autoWrap < 0f){autoWrap = 0f;} + if(verticalLimit < 0f){verticalLimit = 0f;} + if(minPitch > maxPitch){minPitch = maxPitch;} + if(maxPitch < minPitch){maxPitch = minPitch;} + if(speedReadScale < 0.01f){speedReadScale = 0.01f;} +/* + if(validateMesh) + { + #if UNITY_EDITOR + validateAppearance = true; + #endif + } +*/ + #if UNITY_EDITOR + validateAppearance = true; + #endif + } + #if UNITY_EDITOR + public void HideInspectorStuff(){ + HideFlags flag = HideFlags.HideInInspector; + switch(debugMode){ + case true: flag = HideFlags.None; break;//don't hide! + } + if(uiMode){ + for(int i=0, iL=c.materialCount; i("DefaultSTMMaterials/UIDefault"); + //sticking with resource folder since it works in builds + } + if(font == null) + { + if(data.defaultFont != null) + { + font = data.defaultFont; + } + else + { + font = Resources.GetBuiltinResource("Arial.ttf"); + } + } + } + else + { + if(font == null) + { + if(data.defaultFont != null) + { + font = data.defaultFont; + } + else + { + font = Resources.GetBuiltinResource("Arial.ttf"); + } + } + if(textMaterial == null){ + //sticking w/ resource folder since it works in builds + textMaterial = Resources.Load("DefaultSTMMaterials/Default"); + //textMaterial = (Material)AssetDatabase.LoadAssetAtPath(STMCustomInspectorTools.ClavianPath + "Resources/DefaultSTMMaterials/Default.mat", typeof(Material)); + } + } + } + public static void RebuildAll(){ //this uses FindObjectsOfType and is very intensive! Only use when loading. + SuperTextMesh[] allSTMs = FindObjectsOfType(); + for(int i=0, iL=allSTMs.Length; i(); + if(parentCanvas != null) + { + quality = (int)Mathf.Ceil(size * parentCanvas.scaleFactor); + } + else + { + quality = (int)Mathf.Ceil(size); + } + } + //if(uiMode) LayoutRebuilder.ForceRebuildLayoutImmediate((RectTransform)tr.root); + if(!fontTextureJustRebuilt) + { + if(onRebuildEvent != null && onRebuildEvent.GetPersistentEventCount() > 0) onRebuildEvent.Invoke(); //is it better to just check for null??? + if(OnRebuildEvent != null) OnRebuildEvent(); + } + if(startTime < totalReadTime) + { + _pauseCount = 0; //only reset if reading from the very start, not appending + } + + autoPauseStopPoint = 0f; + _currentPauseCount = 0; + timeDrawn = GetTime - startTime < 0f ? 0f : startTime; //remember what time it started! (or would have started) + currentReadTime = startTime; + totalReadTime = 0f; + reading = false; + unreading = false; //reset this, incase it was fading out + speedReading = false; //2016-06-09 thank u drak + skippingToEnd = false; + //Initialize: + + //color space: + #if UNITY_EDITOR + if(PlayerSettings.colorSpace == ColorSpace.Linear) + { + myColorSpace = 1; + } + else if(PlayerSettings.colorSpace == ColorSpace.Gamma) + { + myColorSpace = 0; + } + #endif + + InitializeFont(); + RebuildTextInfo(); + if(audioSource != null)//initialize an audio source, if there's one. these settings are needed to behave properly + { + audioSource.loop = false; + audioSource.playOnAwake = false; + } + if(callReadFunction && Application.isPlaying){ + if(readAutomatically){ + //Debug.Log("Autoreading"); + Read(startTime); + }else{ + StopReadRoutine(); + //Debug.Log("Not autoreading"); + SetMesh(0f); //show nothing + } + } + else + { + //Debug.Log("No need to read"); + StopReadRoutine(); + //SetMesh(-1f); //skip to end + ShowAllText(false, true); + } + ApplyMaterials(); + currentlyRebuilding = false; +/* + //if a font texture rebuild was requested somewhere within this loop... + if(fontTextureRebuildRequest == false && fontTextureJustRebuilt) + { + //do the same kind of rebuild as in OnFontTextureRebuilt + Rebuild(currentReadTime, currentReadTime > 0f ? true : autoRead); + } +*/ + fontTextureJustRebuilt = false; + } + #if UNITY_EDITOR + private Transform Validate_lastParent = null; + private float Validate_lastWidth = 0f; + private float Validate_lastHeight = 0f; + #endif + internal void Update() { + + #if UNITY_EDITOR + if(uiMode && (tr.rect.width != Validate_lastWidth || tr.rect.height != Validate_lastHeight)) + { + Validate_lastWidth = tr.rect.width; + Validate_lastHeight = tr.rect.height; + Rebuild(autoRead); + } + //force validate if transform changes + if(t.parent != Validate_lastParent) + { + validateAppearance = true; + Validate_lastParent = t.parent; + } + //i hope this validateMesh call doesn't break anything!!!! 2019/10/20 + + //2019.04.22 hope making this rquire validate appearance doesn't break anything... + if(!Application.isPlaying && validateAppearance){ //do same thing as onvalidate + Rebuild(autoRead); //doing it this way avoids the material getting lost when duplicating + //Debug.Log("rebuilding"); + validateAppearance = false; + } + + + if(validateAppearance && t.gameObject.activeInHierarchy == true && Application.isPlaying){ + Rebuild(autoRead); + validateAppearance = false; + } + #endif + + if(font != null && textMaterial != null && textMesh != null){ //TODO: make this only get called if something changed, or it's animating + //RequestAllCharacters(); //keep characters on font texture + //v1.4.2: not sure if neccesary, thanks to OnFontTextureRebuilt()? + //but I'm not sure. it does seem to use a bit of CPU for more meshes, though + if(!reading && (areWeAnimating || forceAnimation) && currentReadTime >= totalReadTime){ + currentReadTime += GetDeltaTime; //keep updating this, for the jitters + } + if(!reading && !unreading && (areWeAnimating || forceAnimation) && (readDelay == 0f || currentReadTime >= totalReadTime)){ //if the mesh needs to keep updating after it's been read out + //if(currentReadTime >= totalReadTime){ //as long as it's set to auto read, or the current read time is above total read time + //Debug.Log(currentReadTime + "/" + totalReadTime); + SetMesh(-1f); + //} + } + } + } + private STMTextInfo UpdateMesh_info; + void UpdatePreReadMesh(bool undrawingMesh){ //update data needed for pre-existing mesh + UpdateMesh(0f); + + int arraySize = hyphenedText.Length * 4; + + if (startCol32.Length != arraySize) + Array.Resize(ref startCol32, arraySize); + + if (startVerts.Length != arraySize) + Array.Resize(ref startVerts, arraySize); + + STMDrawAnimData myUndrawAnim = UndrawAnim; //just in case... + for(int i=0, iL=hyphenedText.Length; i 0f){ //set leftover text, if any + // Debug.Log(leftoverText); + //} + if(wasReadingBefore || forceCompleteEvent) + { + if(onCompleteEvent != null) onCompleteEvent.Invoke(); + if(OnCompleteEvent != null) OnCompleteEvent(); + } + }else{ + //unreading = false; //nope! Gotta stay in this state til it gets drawn again + unreading = true; + if(onUndrawnEvent != null) onUndrawnEvent.Invoke(); + if(OnUndrawnEvent != null) OnUndrawnEvent(); + } + } + public void Append(string newText){ + _text += newText; + Rebuild(totalReadTime, true); //start reading from this point + } + public bool Continue(){ //continue reading after being paused. returns true if more text needs to be read + //goes one extra so that true/false is returned properly + if(currentPauseCount > pauseCount){ //still need to continue? + _pauseCount++; + Rebuild(totalReadTime, true); + return true; + } + return false; + } + public bool UndoContinue(){ //continue reading after being paused. returns true if more text needs to be read + if(pauseCount > 0) //is able to go back + { + //pause count gets reset when rebuilding from the start, so... + int tmpPauseCount = pauseCount - 1; + Rebuild(0f, true); //start at beginning, then... + for(int i=0; i alreadyInvoked = new List(); //list on indexes that have already been invoked so events cant happen twice + public int latestNumber = -1; //declare here as a public variable, so the current character drawn can be reached at any time + void UpdateDrawnMesh(float myTime, bool undrawingMesh){ + UpdateMesh(myTime); + UpdatePreReadMesh(undrawingMesh); + //TODO: ^^^ all this stuff, you only have to call again if areweanimating is true. + + STMDrawAnimData myUndrawAnim = UndrawAnim; //get the undraw animation, locally + //get modified drawnMesh! + int arraySize = hyphenedText.Length * 4; + + if (midVerts.Length != arraySize) + Array.Resize(ref midVerts, arraySize); + + if (midCol32.Length != arraySize) + Array.Resize(ref midCol32, arraySize); + + for(int i=0, iL=hyphenedText.Length; i latestNumber) + { + info[i].invoked = false; + } + } + /* + else if(startTime.Equals(-1f)){ + DoEvent(0); //so 1st event doesn't get skipped + 2018-05-29 this shouldn't be a problem anymore because of the above + } + */ + //Debug.Log("Total read time is: " + totalReadTime); + while(currentReadTime < totalReadTime){ //check for null incase the mesh gets deleted midway + //Debug.Log("Doing this while loop!" + timer); + float delta = GetDeltaTime2; + delta *= speedReading ? speedReadScale : 1f; + //timer += delta; + //currentReadTime = timer; //I could just use this as the timer, but w/e + currentReadTime += delta; + + if(skippingToEnd){ + //timeDrawn -= totalReadTime; //why not (solves jitters not catching up) + //timer = totalReadTime; + currentReadTime = totalReadTime; + } + SetMesh(currentReadTime); + + + yield return null; + } + if(latestNumber != hyphenedText.Length-1){ //catch missed events + PlaySound(hyphenedText.Length-1); //play final sound! Yep, this seems to fix that 2016-10-13 + DoEvent(hyphenedText.Length-1); //2016-11-02 but only if it hasn't been played yet + } + ShowAllText(); //just in case! + } + + public float currentUnReadTime = 0f; + IEnumerator UnReadOutText(){ + unreading = true; + currentUnReadTime = 0f; //always start at 0 + while(currentUnReadTime < totalUnreadTime){ //check for null incase the mesh gets deleted midway + SetMesh(currentUnReadTime, true); + currentUnReadTime += GetDeltaTime2; + yield return null; + } + ShowAllText(true, false); + } + /* + bool IsThisLetterAnimating(int i){ //return true if this letter is animating in some way, not related to drawanim + if(info[i].waveData != null || info[i].jitterData != null && + (info[i].gradientData != null && info[i].gradientData.scrollSpeed != 0) || + (info[i].textureData != null && info[i].textureData.scrollSpeed != Vector2.zero)){ + return true; + } + return false; + } + */ + private STMTextInfo DoEvent_info; + void DoEvent(int i){ + if(doEvents) + { + DoEvent_info = info[i]; + if(DoEvent_info.ev.Count > 0){ //invoke events... + for(int j=0, jL=DoEvent_info.ev.Count; j 0){ //end repeating events! + for(int j=0, jL=DoEvent_info.ev2.Count; j x.name.ToLower() == nameToSearch); //find auto clip + if(tmpAutoClip != null){ + mySoundClip = tmpAutoClip.clip; + } + } + STMAutoClipData myAutoClip = null; + if(data.autoClips.ContainsKey(nameToSearch.ToUpper())){ //case + myAutoClip = data.autoClips[nameToSearch.ToUpper()]; + }else if(data.autoClips.ContainsKey(nameToSearch)){ + myAutoClip = data.autoClips[nameToSearch]; + } + + if(mySoundClip != null){ //use the one attached to this character + audioSource.clip = mySoundClip; + }else if(myAutoClip != null){ //if there's a sound clip for this character in Text Data + audioSource.clip = myAutoClip.clip; + }else if(PlaySound_info.audioClipData != null){ //use sounds attached to character + audioSource.clip = PlaySound_info.audioClipData.clips.Length > 0 ? PlaySound_info.audioClipData.clips[UnityEngine.Random.Range(0,PlaySound_info.audioClipData.clips.Length)] : null; + }else if(audioClips.Length > 0){ //use a random audio clip + audioSource.clip = audioClips.Length > 0 ? audioClips[UnityEngine.Random.Range(0,audioClips.Length)] : null; //get one of the clips + }else{ + audioSource.clip = null; + } + if(audioSource.clip != null){ + switch(PlaySound_info.pitchMode){ + case PitchMode.Perlin: + audioSource.pitch = (Mathf.PerlinNoise(GetTime * perlinPitchMulti, 0f) * (PlaySound_info.maxPitch - PlaySound_info.minPitch)) + PlaySound_info.minPitch; //perlin noise + break; + case PitchMode.Random: + audioSource.pitch = UnityEngine.Random.Range(PlaySound_info.minPitch,PlaySound_info.maxPitch); + break; + case PitchMode.Single: + audioSource.pitch = PlaySound_info.overridePitch; + break; + default: + audioSource.pitch = 1f; //because of speedread pitch + break; + } + if(speedReading){ + audioSource.pitch += PlaySound_info.speedReadPitch; + } + audioSource.Play(); + } + } + } + } + //TODO: 2016-06-11 actually, im guessing that these values are a bitmask? you could prob just add & subtract em! but w/e + FontStyle AddStyle(FontStyle original, FontStyle newStyle){ + if(font.dynamic){ + switch(original){ + case FontStyle.Bold: + switch(newStyle){ + case FontStyle.Italic: + return FontStyle.BoldAndItalic; + default: + return original; + } + case FontStyle.Italic: + switch(newStyle){ + case FontStyle.Bold: + return FontStyle.BoldAndItalic; + default: + return original; + } + case FontStyle.BoldAndItalic: + return original; + default: //normal text + return newStyle; + } + }else{ + return FontStyle.Normal; //non-dynamic fonts can't handle bold/italic + } + } + FontStyle SubtractStyle(FontStyle original, FontStyle subStyle){ //only bold and italic can be added and removed + if(font.dynamic){ + switch(original){ + case FontStyle.Bold: + switch(subStyle){ + case FontStyle.Bold: + return FontStyle.Normal; + default: + return original; + } + case FontStyle.Italic: + switch(subStyle){ + case FontStyle.Italic: + return FontStyle.Normal; + default: + return original; + } + case FontStyle.BoldAndItalic: + switch(subStyle){ + case FontStyle.Bold: + return FontStyle.Italic; + case FontStyle.Italic: + return FontStyle.Bold; + default: + return original; //just in case? + } + default: //normal + return FontStyle.Normal; + } + }else{ + return FontStyle.Normal; //non-dynamic fonts can't handle bold/italic + } + } + bool ValidHexcode (string hex){ //check if a hex code contains the right amount of characters, and allowed characters + if(hex.Length < 3) + { + return false; + } + if(hex.Substring(0,1) == "#"){ + hex = hex.Substring(1,hex.Length-1); //trim off # + } + if(hex.Length != 3 && hex.Length != 4 && hex.Length != 6 && hex.Length != 8){ //hex code, alpha hex + return false; + } + string allowedLetters = "0123456789ABCDEFabcdef"; + for(int i=0; i(); + thisCol2.color = HexToColor(myCol); + return thisCol2; + } + //still no? + STMColorData thisCol = ScriptableObject.CreateInstance(); + switch(myCol){ //see if it's a default unity color + case "red": thisCol.color = Color.red; break; + case "green": thisCol.color = Color.green; break; + case "blue": thisCol.color = Color.blue; break; + case "yellow": thisCol.color = Color.yellow; break; + case "cyan": thisCol.color = Color.cyan; break; + case "magenta": thisCol.color = Color.magenta; break; + case "grey": thisCol.color = Color.grey; break; + case "gray": thisCol.color = Color.gray; break; + case "black": thisCol.color = Color.black; break; + case "clear": thisCol.color = Color.clear; break; + case "white": thisCol.color = Color.white; break; + default: thisCol.color = color; break; //default color of mesh + } + return thisCol; + } + + private string FlipParagraphs(string myText, bool flipInfo) + { + + //string[] paragraphs = myText.Split('\n'); //keep paragraphs in order, but order of words in paragraph + List> paragraphs = new List>(); //list of words in a paragraph + List>> infographs = new List>>(); + + List newInfo = new List(); + + int paragraphIndex = 0; + int wordIndex = 0; //current word in line + paragraphs.Add(new List(){""}); + infographs.Add(new List>(){new List()}); + for(int i=0; i(){"\n"}); + if(flipInfo) infographs.Add(new List>(){new List(){info[i]}}); + + paragraphIndex++; + + paragraphs.Add(new List(){""}); //new paragraph, with one word in it by default. + if(flipInfo) infographs.Add(new List>(){new List()}); //new paragraph, with a new word info. + } + else if(myText[i] == ' ') //create a new word. + { + //add this space as a word. + wordIndex++; + paragraphs[paragraphIndex].Add(" "); //new word, it's a space. + if(flipInfo) infographs[paragraphIndex].Add(new List(){info[i]}); //new word w space info + + //start new word + wordIndex++; + paragraphs[paragraphIndex].Add(""); + if(flipInfo) infographs[paragraphIndex].Add(new List()); + } + else //add to existing word. + { + //Debug.Log(paragraphs[paragraphIndex].Count); + //Debug.Log(wordIndex); + if(paragraphIndex < paragraphs.Count && wordIndex < paragraphs[paragraphIndex].Count) + { + paragraphs[paragraphIndex][wordIndex] += myText[i].ToString(System.Globalization.CultureInfo.InvariantCulture); + } + if(flipInfo && paragraphIndex < infographs.Count && wordIndex < infographs[paragraphIndex].Count) + { + infographs[paragraphIndex][wordIndex].Add(info[i]); + } + } + } + if(flipInfo) + { + for(int i=0; i 0) || OnPreParse != null) + { + STMTextContainer tempContainer = new STMTextContainer(myText); + if(onPreParse != null) onPreParse.Invoke(tempContainer); + if(OnPreParse != null) OnPreParse.Invoke(tempContainer); + myText = tempContainer.text; + preParsedText = tempContainer.text; //remember this state for later + } + if(removeEmoji) + { + myText = RemoveEmoji(myText); //only remove after preparsing + } + //remove extra space character! hopefully this doesn't cause any issues... + //it seems to fix line breaks happening much earlier than expected with additional character spacing. 2021-12-06 + //myText = myText.Replace("\r", string.Empty); +/* + if(rtl) + { + myText = FlipParagraphs(myText, false); + } +*/ + + + //resize list to fit + //if (info.Count < myText.Length) + // info = new List(new STMTextInfo[myText.Length+1]); + + //set defaults: + //STMTextInfo myInfo = new STMTextInfo(this); //info for this one character, carried over from last + ParseText_info.SetValues(this); + allTags.Clear(); + int deletedChars = 0; //for figuring out rawindex + string insertAfter = ""; + infoCount = 0; + for(int i=0; i 0f) + { + if(infoCount == i && i > 0) + { //no other delay yet...? /hasnt checkedAgain yet + //if a quad got put in last time... + if(info[i-1].isQuad) + { + //no delay data set yet and quad name is a registered autodelay? + if(data.autoDelays.ContainsKey(info[i-1].quadData.name)) + { + //put delay on next char + ParseText_info.delayData = data.autoDelays[info[i-1].quadData.name]; + } + } + else if(data.autoDelays.ContainsKey(SpecialKeyToName(myText[i-1])) && (myText[i] == ' ' || myText[i] == '\n' || myText[i] == '\t' || ( myText.Length - i > 4 && myText.Substring(i,4) == "
" ))) //only if next character is "free". So strings like "Oh......... okay." only see the last delay on periods! + { + ParseText_info.delayData = data.autoDelays[SpecialKeyToName(myText[i-1])]; + } + } + } + if(myText[i] == '\n') + { + ParseText_info.isEndOfParagraph = true; + } + else + { + ParseText_info.isEndOfParagraph = false; + } + bool checkAgain = false; + if(richText && myText[i] == '<'){ //check for count so a pointless debug doesn't appear on rebuild + int closingIndex = myText.IndexOf(">",i); + int equalsIndex = closingIndex > -1 ? myText.IndexOf("=",i, closingIndex-i) : -1; //only look forward for a specific amount of characters + //Get either closing index or squals index, depending on the kinda tag: + int endIndex = (equalsIndex > -1 && closingIndex > -1) ? Mathf.Min(equalsIndex,closingIndex) : closingIndex;//for figuring out what the "tag" is + if(closingIndex != -1){//don't do anything if there's no closing tag at all + ParseText_myTag = myText.Substring(i, endIndex-i+1); //this is the "TAG" like "" + //only if there's for sure a string TO get + //Debug.Log("Index is " + i + " equals index is " + equalsIndex + " closing index is " + closingIndex); + ParseText_myString = equalsIndex > -1 ? myText.Substring(equalsIndex+1,closingIndex-equalsIndex-1) : "";//this is the "STRING" like "fire" or "blue" + //Debug.Log("Found this tag: '" + myTag + "'! And this string: '" + myString + "'."); + bool clearAfter = true; + bool exitLoopAfter = false; + insertAfter = ""; //reset + switch(ParseText_myTag){ + //Line Break + case "
": + insertAfter = '\n'.ToString(System.Globalization.CultureInfo.InvariantCulture); //insert a line break + break; + //Color + case "": + ParseText_info.colorData = null; //clear to default + ParseText_info.gradientData = null; + if(ParseText_info.textureData != null) + { + ParseText_info.submeshChange = true; + } + ParseText_info.textureData = null; + break; + //Size + case "": + case "": + ParseText_info.size.x = size; + ParseText_info.size.y = size; + break; + //Delay + case "(); //create new delay data + ParseText_info.delayData.count = thisDelay2; + } + } + break; + case "": + if(data.delays.ContainsKey("default")){ //is there a delay defined? + ParseText_info.delayData = data.delays["default"]; + }else{ + Debug.Log("Default delay isn't defined!"); + } + break; + //Timing + case "": + case "": + ParseText_info.ev2.Clear(); //forget all. Kinda janky, but whatever. It'll do for now! + break; + //Voice + case "": + //ParseText_info.voiceData = null; //forget it! + //return everything to default. + ParseText_info = new STMTextInfo(this); + break; + //Font + case "": + case "
": + //useFont = null; //forget it! + ParseText_info.fontData = null; + ParseText_info.submeshChange = true; + break; + //Quad + case "": + case "": + ParseText_info.materialData = null; + ParseText_info.submeshChange = true; + break; + //Bold & Italic + case "": + ParseText_info.ch.style = AddStyle(ParseText_info.ch.style, FontStyle.Bold); //mark this character as bold + break; + case "": + ParseText_info.ch.style = SubtractStyle(ParseText_info.ch.style, FontStyle.Bold); + break; + case "": + ParseText_info.ch.style = AddStyle(ParseText_info.ch.style, FontStyle.Italic); //mark this character as italic + break; + case "": + ParseText_info.ch.style = SubtractStyle(ParseText_info.ch.style, FontStyle.Italic); + break; + //Waves + case "": + if(data.waves.ContainsKey("default")){ + ParseText_info.waveData = data.waves["default"]; //mark this character as bold + }else{ +// Debug.Log("Default wave isn't defined!"); + //Resources.UnloadAsset(thisWave); //force it to search again?? + } + break; + case "
": + ParseText_info.waveData = null; + break; + //Jitters + case "": + if(data.jitters.ContainsKey("default")){ + ParseText_info.jitterData = data.jitters["default"]; + }else{ + Debug.Log("Default jitter isn't defined!"); + //Resources.UnloadAsset(thisJitter); //force it to search again? + } + break; + case "
": + ParseText_info.jitterData = null; + break; + //Alignment + case "": + ParseText_info.alignment = alignment; //return to default for mesh + break; + //Audio Settings + case "": + ParseText_info.stopPreviousSound = stopPreviousSound; //reset to default + break; + case "": + ParseText_info.pitchMode = pitchMode; //return to default + break; + case "": + ParseText_info.overridePitch = overridePitch; + break; + case "": + ParseText_info.minPitch = minPitch; + break; + case "": + ParseText_info.maxPitch = maxPitch; + break; + case "": + ParseText_info.speedReadPitch = speedReadPitch; + break; + case "": + ParseText_info.readDelay = readDelay; + break; + case "": + if(data.drawAnims.ContainsKey(drawAnimName)){ + ParseText_info.drawAnimData = data.drawAnims[drawAnimName]; //return to default + }else if(data.drawAnims.ContainsKey("Appear")){ + ParseText_info.drawAnimData = data.drawAnims["Appear"]; //get first one + }else{ + Debug.Log("'Appear' draw animation isn't defined!"); + } + break; + case "": + ParseText_info.drawOrder = drawOrder; //return to default + break; + case "": + ParseText_info.soundClipData = null; + break; + case "": + ParseText_info.audioClipData = null; + break; + case "": //return to normal + ParseText_info.indent = 0f; + break; + case "": + //tell mesh to pause here + _currentPauseCount++; + if(Application.isPlaying && currentPauseCount > pauseCount) exitLoopAfter = true; //only during playmode for display purposes and cause it can break text + else if(Application.isPlaying) insertAfter = "\u200B"; //2018-09-23 do this to prevent a bug where wouldn't play the second event + break; + case "": + //call all cancel tags + + //color + ParseText_info.colorData = null; + ParseText_info.gradientData = null; + ParseText_info.textureData = null; + + ParseText_info.size.x = size; + ParseText_info.size.y = size; + + ParseText_info.ev2.Clear(); + + ParseText_info.offset.y = 0f; + break; + //y offset + case "": + ParseText_info.offset.y = 0f; + break; + case "": + //set size and y offset at the same time + ParseText_info.offset.y = data.superscriptOffset * ParseText_info.size.y; + ParseText_info.size.x = data.superscriptSize * ParseText_info.size.x; + ParseText_info.size.y = data.superscriptSize * ParseText_info.size.y; + break; + case "": + ParseText_info.offset.y = 0f; + ParseText_info.size.x = size; + ParseText_info.size.y = size; + break; + case "": + //set size and y offset at the same time + ParseText_info.offset.y = data.subscriptOffset * ParseText_info.size.y; + ParseText_info.size.x = data.subscriptSize * ParseText_info.size.x; + ParseText_info.size.y = data.subscriptSize * ParseText_info.size.y; + break; + case "": + ParseText_info.offset.y = 0f; + ParseText_info.size.x = size; + ParseText_info.size.y = size; + break; + //unicode + case "": //ignore single-use tags + case "": + case "": + case "(i,myText.Substring(i,closingIndex+1-i))); //remember this tag and where it is + break; + } + + myText = myText.Remove(i,closingIndex-i+1); + deletedChars += closingIndex-i; + //Debug.Log("Removing '" + myText.Substring(i,closingIndex+1-i) + "'. The string is now: '" + myText + "'."); + myText = myText.Insert(i,insertAfter); + checkAgain = true; + } + if(exitLoopAfter){ + //keep track of last pause, and skip over it + myText = myText.Remove(i,myText.Length-i); //remove everything after + break; + } + } + } + + if(infoCount - 1 == i) + { + // info[i].SetValues(ParseText_info); + info[i] = new STMTextInfo(ParseText_info); //update older one, it was checking again + //Debug.Log("Updating older character " + myText[i].ToString(System.Globalization.CultureInfo.InvariantCulture) + " to be " + info[i].style); + } + else + { + /* + if(i >= infoCount) + { + info.Add( new STMTextInfo(ParseText_info) ); //add new HAS TO BE NEW OR ELSE IT JUST REFERENCES + } + else + { + info[i].SetValues(ParseText_info); + } + */ + info.Add( new STMTextInfo(ParseText_info) ); //add new HAS TO BE NEW OR ELSE IT JUST REFERENCES + infoCount++; + } + if(checkAgain) + { + i--; + } + else //stuff that gets reset!! single-use tags. + { + ParseText_info.delayData = null;// reset + ParseText_info.quadData = null; + ParseText_info.ev.Clear(); + ParseText_info.readTime = -1f; //say that timing hasn't been set for this letter yet + ParseText_info.quadIndex = -1; + if(ParseText_info.isQuad) //DONT reset + { + ParseText_info.submeshChange = true; + } + else + { + ParseText_info.submeshChange = false; + } + ParseText_info.isQuad = false; + } + ParseText_info.rawIndex = i + deletedChars + allTags.Count +1; + + } + if(infoCount > myText.Length){ + //add extra char to myText for tacked-on event + myText += "\u200B"; + } + return myText; + } + int GetFontSize(Font myFont, STMTextInfo myInfo){ //so dynamic and non-dynamic fonts can be used together + if(!myFont.dynamic && myFont.fontSize != 0){ + return myFont.fontSize; //always go w/ non-dynamic size first + } + if(myInfo.fontData != null){ + if(myInfo.fontData.overrideQuality){ + return myInfo.fontData.quality; //then set quality + }else{ + return quality; + } + } + if(myInfo.ch.size != 0){ + return myInfo.ch.size; //then natural quality + } + return quality; //default + } + private STMTextInfo RequestAllCharacters_info; + void RequestAllCharacters(){ //by calling this every frame, should keep specific letters in the texture? not sure if it's a waste + for(int i=0, iL=hyphenedText.Length; i Limits_lineBreaks) + { + pos.y -= lineHeights[Limits_lineBreaks+1]; //drop down + } + Limits_lineBreaks++; + } + else if(hyphenedText[i] == '\r') + { + pos.x = Limits_info.indent; + } + //is this character linebreak friendly? + + /* + if(hyphenedText[i] == '\n'){//drop a line + //pos = new Vector3(Limits_info.indent, pos.y, 0); //assume left-orintated for now. go back to start of row + pos.x = Limits_info.indent; + pos.y -= lineSpacing * Limits_info.size; //drop down + } + */ + else if(hyphenedText[i] == '\t'){//tab? + pos.x += myQuality * 0.5f * tabSize * (Limits_info.size.x / myQuality); + Limits_currentWordWidth += myQuality * 0.5f * tabSize * (Limits_info.size.x / myQuality); + //pos += new Vector3(myQuality * 0.5f * tabSize, 0,0) * (Limits_info.size / myQuality); + } + else{// Advance character position + //pos += Limits_info.Advance(characterSpacing,myQuality); + pos.x += Limits_info.Advance(characterSpacing,myQuality).x; + Limits_currentWordWidth += Limits_info.Advance(characterSpacing,myQuality).x; + }//remember position data for whatever + + //word width, for multiline best fit + for(int j=0; j 0 ? -info[0].size * bestFitMulti +// } + } + + /* + //just update UVs + void GetCharacterInfoForArray(){ + //TODO see if setting "quality" to be info[i].ch.size has any GC issues, now: 2016-10-26 + for(int i=0, iL=hyphenedText.Length; i 0f) + { + bestFitMulti = Rebuild_autoWrap / unwrappedBottomRightTextBounds.x * 0.99999f; //use this number to keep it just below xMax + } + + //vertical limit + if((bestFit != BestFitMode.SquishAlways && bestFit != BestFitMode.SquishOverLimit) && BestFit_vertLimit > 0f && -unwrappedBottomRightTextBounds.y > BestFit_vertLimit / bestFitMulti) + { + bestFitMulti = BestFit_vertLimit / -unwrappedBottomRightTextBounds.y * 0.99999f; + //pos.y -= VerticalLimit + unwrappedBottomRightTextBounds.y; + + //Debug.Log(-VerticalLimit / unwrappedBottomRightTextBounds.y); + } + + if((bestFit == BestFitMode.OverLimit || bestFit == BestFitMode.SquishOverLimit) && bestFitMulti > 1f) + { + bestFitMulti = 1f; //don't multiply + } + + if(bestFit == BestFitMode.MultilineBETA) + { + //how much space do characters take up + //what's the biggest size they can be displayed at? within limits + //insert linebreaks at the most optimal places + + //bestFitMulti *= BestFit_vertLimit; + //bestFitMulti *= Limits_longestWordWidth * Rebuild_autoWrap * 0.99999f / size; + //bestFitMulti = ((Rebuild_autoWrap / unwrappedBottomRightTextBounds.x) * (BestFit_vertLimit / -unwrappedBottomRightTextBounds.y)) * 0.99999f; + //best fit multi is single line rn + //try to fit in as many lines as it thinks it can? + //float lineCount = BestFit_vertLimit / size; + //bestFitMulti = (-unwrappedBottomRightTextBounds.y * (BestFit_vertLimit / Rebuild_autoWrap)) * 0.99999f / size; + //assume box is tall for now... just reduce X bounds from maxY? + + //find biggest number that results in text size being equal or less than vertical limit + //so first try 1 letter tall. + //then 2... + //3... + //what is the first number that allows all text to fit in? + //float highestBestFitMulti = 0f; + /* + float smallestBestFitMulti = bestFitMulti; + for (int i=10; i-->1;) + { + float temp = (BestFit_vertLimit / -unwrappedBottomRightTextBounds.y) / size / (float)i; + if(temp <= size) + { + if(temp <= smallestBestFitMulti) + bestFitMulti = smallestBestFitMulti; + else + bestFitMulti = temp; + break; + } + } + */ + + float smallestBestFitMulti = bestFitMulti; + bestFitMulti = Mathf.Lerp(smallestBestFitMulti, BestFit_vertLimit / -unwrappedBottomRightTextBounds.y, 0.1f); + if(bestFitMulti > size) bestFitMulti = size; //keep below set size + else if(bestFitMulti < smallestBestFitMulti) bestFitMulti = smallestBestFitMulti; //keep it above smallest size + //bestFitMulti = highestBestFitMulti; + } + + + + } + } + internal float Rebuild_verticalLimit; + void CalculateLineHeights() + { + //before assigning position to letters, figure out what the biggest character in each row is + lineHeights.Clear(); + //don't factor in linespacing for the very first line + float biggest = infoCount > 0 ? info[0].size.y * info[0].lineSpacing : size * lineSpacing; //just in case this gets called somehowo + for(int i=0, iL=infoCount; i i) + { + biggest = info[i+1].size.y * info[i+1].lineSpacing; //start with next row's first character + } + } + else + { + biggest = Mathf.Max(biggest, info[i].size.y * info[i].lineSpacing); + } + } + lineHeights.Add(biggest); //final line + + //now, box heights! + boxHeights.Clear(); + float myHeight = 0f; + float nextLimit = Rebuild_verticalLimit; + //boxHeights.Add(myHeight); + for(int i=0; i nextLimit) + { + //totalHeight += lineHeights[i]; + boxHeights.Add(myHeight - lineHeights[i]); + nextLimit = myHeight - lineHeights[i] + Rebuild_verticalLimit; + } + //add this height after. + //myHeight += lineHeights[i]; + + + } + //add copies of the last line until it exceeds vertical limit + /* + while(myHeight < nextLimit) + { + myHeight += lineHeights[lineHeights.Count-1]; + } + boxHeights.Add(myHeight - lineHeights[lineHeights.Count-1]); + */ + boxHeights.Add(myHeight); + } + private int[] allLinebreakIndexes; +/* + private TextGenerator textGen = new TextGenerator(2); + private TextGenerationSettings textGenSettings = new TextGenerationSettings(); + private List textGenInfo = new List(); + private void SetTextGenSettings(STMTextInfo myInfo, int textIndex) + { + textGenSettings.alignByGeometry = true; + textGenSettings.color = Color.white; + textGenSettings.font = myInfo.fontData != null ? myInfo.fontData.font : font; + textGenSettings.fontSize = myInfo.chSize; + textGenSettings.fontStyle = myInfo.chStyle; + textGenSettings.generateOutOfBounds = true; + textGenSettings.generationExtents = Vector2.one * 500f; + textGenSettings.horizontalOverflow = HorizontalWrapMode.Overflow; + textGenSettings.lineSpacing = lineSpacing; + textGenSettings.pivot = Vector2.zero; + textGenSettings.resizeTextForBestFit = false; + textGenSettings.resizeTextMaxSize = 500; + textGenSettings.resizeTextMinSize = 0; + textGenSettings.richText = false; + textGenSettings.scaleFactor = 1; + textGenSettings.textAnchor = TextAnchor.UpperLeft; + textGenSettings.updateBounds = false; + textGenSettings.verticalOverflow = VerticalWrapMode.Overflow; + + if(textIndex != hyphenedText.Length -1) + { + textGen.Populate(hyphenedText.Substring(textIndex,2), textGenSettings); + textGen.GetCharacters(textGenInfo); //populate list + myInfo.charWidth = textGenInfo[0].charWidth; + myInfo.cursorPos.x = textGenInfo[0].cursorPos.x; + myInfo.cursorPos.y = textGenInfo[0].cursorPos.y; + } + } +*/ + private Vector3 Rebuild_pos = Vector3.zero; + private Font Rebuild_font = null; + private CharacterInfo Rebuild_ch; + private CharacterInfo Rebuild_hyphenCh; + private CharacterInfo Rebuild_breakCh; + private float Rebuild_autoWrap; + private int infoCount = 0; + private STMTextInfo Rebuild_info; + void RebuildTextInfo(){ + Rebuild_autoWrap = AutoWrap; + Rebuild_verticalLimit = VerticalLimit; + drawText = ParseText(text); //remove parsing junk (, ), and fill textinfo again + + lineBreaks.Clear(); //index of line break characters, for centering + hyphenedText = string.Copy(drawText); + CalculateLineHeights(); //figure out line heigts for unwrapped equation + + + + //Debug.Log("lines: " + lineHeights.Count); + + //keep track of where to place this text + //infoCount = hyphenedText.Length; + Rebuild_pos.x = infoCount > 0 ? info[0].indent : 0f; + Rebuild_pos.y = lineHeights.Count > 0 ? -lineHeights[0] : -size; + Rebuild_pos.z = 0f; + + //if(bestFit == BestFitMode.Off) + //{ + FigureOutUnwrappedLimits(Rebuild_pos); + + + //} + //else + //{ + // unwrappedBottomRightTextBounds.x = 1f; + // unwrappedBottomRightTextBounds.y = 1f; + //} + CalculateBestFitMulti(); + //apply this multi to every letter early + for(int i=0; i 0 ? info[0].indent : 0f; + Rebuild_pos.y = lineHeights.Count > 0 ? -lineHeights[0] : -size; + + totalWidth = 0f; + allFonts.Clear(); + if(Rebuild_autoWrap > 0f){ //use autowrap? + + //if(rtl) + //hyphenedText = FlipParagraphs(hyphenedText, false); + + //TODO see if setting "quality" to be info[i].ch.size has any GC issues, now: 2016-10-26 + for(int i=0, iL=hyphenedText.Length; i 0 ? info[0].indent : 0f; + int previousBreak = -1; + for(int i=0; i Rebuild_autoWrap && i > previousBreak+1){ + allLinebreakIndexes = new int[linebreakFriendlyChars.Count]; //garbage but whatever + //get last index of every linebreak safe character + for(int j=0; j lastBreak){ //is there a space to do a line break? (and no hyphens...) AND we're not breaking text up at all + + //special case: if it's a space, remove that space!!! 2019-07-04 + //save for zero-width space. with can happen when a pause tag is added. + if(hyphenedText[myActualBreak] == ' ' || hyphenedText[myActualBreak] == ' ' || hyphenedText[myActualBreak] == '\u200B') + { + //replace this character with a linebreak + hyphenedText = hyphenedText.Remove(myActualBreak, 1); + hyphenedText = hyphenedText.Insert(myActualBreak, '\n'.ToString(System.Globalization.CultureInfo.InvariantCulture)); + info[myActualBreak].UpdateCachedValuesIfChanged(fontTextureJustRebuilt); + i = myActualBreak; + previousBreak = i; + } + //if insert hyphens is true and this character is not a hyphen (and not a space)... + else if(insertHyphens && hyphenedText[myActualBreak] != '-') + { + hyphenedText = hyphenedText.Insert(myActualBreak+1, "\u200B\n"); //soft hyphen and linebreak + info.Insert(myActualBreak+1,new STMTextInfo(info[myActualBreak], Rebuild_breakCh)); + infoCount++; + info[myActualBreak+1].UpdateCachedValuesIfChanged(fontTextureJustRebuilt); + info.Insert(myActualBreak+1,new STMTextInfo(info[myActualBreak], Rebuild_hyphenCh)); + infoCount++; + info[myActualBreak+1].UpdateCachedValuesIfChanged(fontTextureJustRebuilt); + i = myActualBreak+2; //go back + previousBreak = i; + } + else + { + //insert a linebreak after + hyphenedText = hyphenedText.Insert(myActualBreak+1, '\n'.ToString(System.Globalization.CultureInfo.InvariantCulture)); + info.Insert(myActualBreak+1,new STMTextInfo(info[myActualBreak], Rebuild_breakCh)); + infoCount++; + info[myActualBreak+1].UpdateCachedValuesIfChanged(fontTextureJustRebuilt); + i = myActualBreak+1; //go back + previousBreak = i; + } + + + } + + else if(i > 0) + { //split it here! but not if it's the first character + //or if it's an unsafe character. okay how do i do this.... it will involve backtracking thru text + //so basically.... use LastIndexOf but in reverse? + //so... find last index available that is NOT on the unfriendly list. + //iterate backwards from this point in the string. + + if(!breakText) //dont format if told to not format! + { + int cleanBreak = -1; + //using previousBreak+1 instead of 0 will stop infinite loop and speed up code. + for (int j = i; j --> previousBreak+1; ) + { + //is the character at this point safe for the end of a line? + + //also i want this to prefer line start unfriendly chars!!!!!!!! how do i do this + if(!linebreakUnfriendlyChars.Contains(hyphenedText[j])) + { + //make sure next character won't illegally end up at the start + if(hyphenedText.Length > j+1 && !linestartUnfriendlyChars.Contains(hyphenedText[j+1])) + { + //move break point BACK to safe location. but could it go further for a cleaner result? + //clean break is 100% not breaking any rules, but might not be the prettiest. + cleanBreak = j+1; + break; //stop this for loop + } + } + } + + + + int dirtyBreak = -1; + + + for(int j = cleanBreak; j --> previousBreak+1; ) + { + //if this character is TOO FAR TO THE LEFT, ignore. rudimentary text rag! + //float widthPercent = info[j].pos.x / Rebuild_autoWrap; + //if(widthPercent > 0.8f) + //okay instead of using a float, how about... within X characters of line end? + + //this could be a preferred character to break at, actually. + + //goal of dirty break is a NICER-LOOKING split. (text rag) so only apply to last few characters in a row. + float widthPercent = info[j].pos.x / Rebuild_autoWrap; + if(widthPercent > 0.6f) + { + //Debug.Log("Calculating " + widthPercent); + if(hyphenedText.Length > j+1 && linebreakUnfriendlyChars.Contains(hyphenedText[j + 1])) + { + //and run thjis check, too + if(!linebreakUnfriendlyChars.Contains(hyphenedText[j])) + { + //make sure next character won't illegally end up at the start + if(hyphenedText.Length > j+1 && !linestartUnfriendlyChars.Contains(hyphenedText[j+1])) + { + //BUT it still needs to actually be safe!!! + //if(j > previousBreak) + { + //safe! + //i = j+1; + dirtyBreak = j+1; + break; + } + } + } + } + } + } + + + if(cleanBreak > -1 && dirtyBreak > -1) + { + i = Mathf.Min(cleanBreak, dirtyBreak); + } + else if(cleanBreak > -1) + { + i = cleanBreak; //use clean + } + } + + + if(insertHyphens){ + hyphenedText = hyphenedText.Insert(i, "\u00AD\n"); + //Debug.Log("This needs a hyphen: " + hyphenedText); + info.Insert(i,new STMTextInfo(Rebuild_info, Rebuild_breakCh)); + infoCount++; + //use info[i] here instead of Rebuild_info since the info value is changing. + info[i].UpdateCachedValuesIfChanged(fontTextureJustRebuilt); + // SetTextGenSettings(Rebuild_info, i); + info.Insert(i,new STMTextInfo(Rebuild_info, Rebuild_hyphenCh)); + infoCount++; + info[i].UpdateCachedValuesIfChanged(fontTextureJustRebuilt); + // SetTextGenSettings(Rebuild_info, i); + previousBreak = i+1; + }else{ + hyphenedText = hyphenedText.Insert(i, "\n"); + info.Insert(i,new STMTextInfo(Rebuild_info, Rebuild_breakCh)); + infoCount++; + info[i].UpdateCachedValuesIfChanged(fontTextureJustRebuilt); + // SetTextGenSettings(Rebuild_info, i); + previousBreak = i; + //if(AutoWrap < info[i - indexOffset-1].size){ //otherwise, it'll loop foreverrr + //i += 1; + //} + //iL += 1; + //indexOffset += 1; + } + }//no need to check for following space, it'll come up anyway + lineWidth = Rebuild_info.indent; //reset + } + } + }else{ //no autowrap, no need to insert linebreaks + for(int i=0, iL=hyphenedText.Length; i 0 ? info[0].indent : 0f; + Rebuild_pos.y = lineHeights.Count > 0 ? -lineHeights[0] : -size; + +/* + //redo this bit of code that's above... its just copy-pasted. + for(int i=0, iL=hyphenedText.Length; i passedLineBreaks) + { + Rebuild_pos.y -= lineHeights[passedLineBreaks+1]; //drop down + } + passedLineBreaks++; + //currentLineCount++; + } + else if(hyphenedText[i] == '\r') + { + lineBreaks.Add(i == 0 ? 0 : i-1); + Rebuild_pos.x = Rebuild_info.indent; + } + else if(iL - 1 == i){ //last character, and not a line break? + lineBreaks.Add(i); + } + else if(hyphenedText[i] == '\t'){//tab? + Rebuild_pos.x += (myQuality * 0.5f * tabSize) * (Rebuild_info.size.x / myQuality); + //Rebuild_pos += new Vector3(myQuality * 0.5f * tabSize, 0,0) * (Rebuild_info.size / myQuality); + } + else{// Advance character position + Rebuild_pos.x += Rebuild_info.Advance(characterSpacing,myQuality).x; + //Rebuild_pos += Rebuild_info.Advance(characterSpacing,myQuality); + }//remember position data for whatever + } + lineBreaks = lineBreaks.Distinct().ToList(); //remove doubles, preventing horizontal offset glitch + + + + ApplyOffsetDataToTextInfo(); //just to clean up this very long function... + + if(verticalLimitMode == VerticalLimitMode.SquishBETA) + { + if(BestFit_vertLimit < -rawBottomRightTextBounds.y) + { + for(int i=0; i 0f && verticalLimitMode == VerticalLimitMode.CutOff){ + float cutoffPoint = -VerticalLimit; + + //this tells text in cut off mode to adjust accordingly to the anchor point + switch(anchor){ + case TextAnchor.UpperLeft: + case TextAnchor.UpperCenter: + case TextAnchor.UpperRight: break; + case TextAnchor.MiddleLeft: + case TextAnchor.MiddleCenter: + case TextAnchor.MiddleRight: + //offsetDifference = (-info[info.Count-1].pos.y) * 0.5f; + //cutoffPoint = (cutoffPoint * 0.5f) + (-info[info.Count-1].pos.y - rawBottomRightBounds.y) * 0.5f; + cutoffPoint *= 0.5f; + break; + case TextAnchor.LowerLeft: + case TextAnchor.LowerCenter: + case TextAnchor.LowerRight: + //wait a min + //cutoffPoint = -Mathf.Infinity; + //cutoffPoint = -(-info[info.Count-1].pos.y - rawBottomRightBounds.y); + cutoffPoint = 0f; + break; + } + cutoffPoint += uiOffset.y; + + for(int i=0; i 0f && (verticalLimitMode == VerticalLimitMode.AutoPause || + verticalLimitMode == VerticalLimitMode.AutoPauseFull)) + + { + autoPauseStopPoint = -boxHeights[0]; //set this + int autoPauseCount = 0; + for(int i=0; i pauseCount){ //same behaviour as pause tag + hyphenedText = hyphenedText.Remove(i, hyphenedText.Length - i); //remove all text after this point + AssembleLeftoverText(); + + _currentPauseCount += autoPauseCount; + return; //found the first character below the limit + } + autoPauseStopPoint = myHeight; + //} + } + //lowestPosition = info[i].pos.y; //cache it! + } + } + if(info.Count > 0){ + //lowestPosition = info[info.Count-1].pos.y; //cache it! this is repeated here for show last mode... + } + } + void AssembleLeftoverText(){ + //hyphenedtext has already been shortened, so... + int cutoffPosition = hyphenedText.Length; + if(cutoffPosition > 0){ + //first, add all tags up to and including this position + for(int i=0; i 0f){ + OffsetData_offsetRight += Rebuild_autoWrap - rawBottomRightTextBounds.x; + } + OffsetData_spaceCount = 0; + for(int j=OffsetData_rowStart, jL=lineBreaks[i]+1; j 0 ? OffsetData_offsetRight / (float)OffsetData_spaceCount : 0f; + int passedSpaces = 0; + for(int j=OffsetData_rowStart, jL=lineBreaks[i]+1; j -VerticalLimit){ //only keep counting if it's not past the line count limit + //if(VerticalLimit > 0f){ + //minY = Mathf.Min(minY, info[j].pos.y - info[j].size); //yeah this works. shouldn't change with waves/weird letters + // rawBottomRightTextBounds.y = Mathf.Min(rawBottomRightTextBounds.y, info[j].pos.y - info[j].size); + //}else{ + rawBottomRightTextBounds.y = Mathf.Min(rawBottomRightTextBounds.y, info[j].pos.y); + //} + if(OffsetData_VerticalLimit == 0f || (OffsetData_VerticalLimit > 0f && verticalLimitMode == VerticalLimitMode.Ignore) || info[j].pos.y >= -OffsetData_VerticalLimit){ //only keep counting if it's not past the line count limit + lowestPosition = Mathf.Min(lowestPosition, info[j].pos.y); + } + //maxX = Mathf.Max(maxX, info[j].BottomRightVert.x); + //Debug.Log("Character: " + j + " y value: " + info[j].pos.y); + //} + //minY = Mathf.Min(minY, info[j].pos.y - info[j].size); //yeah this works. shouldn't change with waves/weird letters + + //rawBottomRightTextBounds.y = Mathf.Min(rawBottomRightTextBounds.y, info[j].pos.y - info[j].size); + //maxX = Mathf.Max(maxX, info[j].BottomRightVert.x); + //mostLeftVert = Mathf.Min(mostLeftVert, info[j].BottomLeftVert.x); + //lowestY = Mathf.Min(lowestY, info[j].pos.y); + } + OffsetData_rowStart = lineBreaks[i]+1; + } + //2018-01-06 this code is pointless since the limit doesn't matter in this state. But for some reason the limit is wrong so this looks better +/* + if(uiMode){ //fix boundary ending up too wide on non-wrapped UI text + RectTransform tr = t as RectTransform; + maxX -= tr.rect.xMax; //watch the offset! this corrects the width + //if(!wrapText) tr.rect.xMax; + //if(VerticalLimit > 0f) minY = tr.rect.yMax; + //RectTransform rect = c.transform as RectTransform; + //tr.sizeDelta = new Vector2(!wrapText ? rawBottomRightBounds.x : tr.sizeDelta.x, !limitText ? topLeftBounds.y : tr.sizeDelta.y); + //LayoutRebuilder.MarkLayoutForRebuild(tr); + } +*/ + //clamp + //minY = VerticalLimit > 0f ? -VerticalLimit + (size * bestFitMulti) : minY; + //float upperY = size; //push down + //float lowerY = size * (lineBreaks.Count - 1) * lineSpacing; + OffsetData_maxHeight = OffsetData_VerticalLimit > 0f ? -OffsetData_VerticalLimit : rawBottomRightTextBounds.y; + OffsetData_maxWidth = Rebuild_autoWrap > 0f ? Rebuild_autoWrap : rawBottomRightTextBounds.x; //if autowrapping, base it on box instead of text + switch(anchor){ + case TextAnchor.UpperLeft: + //offset += new Vector3(0, 0f, 0); + break; + case TextAnchor.UpperCenter: + //offset += new Vector3(OffsetData_maxWidth * 0.5f, 0f, 0); + offset.x += OffsetData_maxWidth * 0.5f; + break; + case TextAnchor.UpperRight: + //offset += new Vector3(OffsetData_maxWidth, 0f, 0); + offset.x += OffsetData_maxWidth; + break; + case TextAnchor.MiddleLeft: + offset.y += OffsetData_maxHeight * 0.5f; + //offset += new Vector3(0, OffsetData_maxHeight * 0.5f, 0); + break; + case TextAnchor.MiddleCenter: + offset.x += OffsetData_maxWidth * 0.5f; + offset.y += OffsetData_maxHeight * 0.5f; + //offset += new Vector3(OffsetData_maxWidth * 0.5f, OffsetData_maxHeight * 0.5f, 0); + break; + case TextAnchor.MiddleRight: + offset.x += OffsetData_maxWidth; + offset.y += OffsetData_maxHeight * 0.5f; + //offset += new Vector3(OffsetData_maxWidth, OffsetData_maxHeight * 0.5f, 0); + break; + case TextAnchor.LowerLeft: + offset.y += OffsetData_maxHeight; + //offset += new Vector3(0, OffsetData_maxHeight, 0); + break; + case TextAnchor.LowerCenter: + offset.x += OffsetData_maxWidth * 0.5f; + offset.y += OffsetData_maxHeight; + //offset += new Vector3(OffsetData_maxWidth * 0.5f, OffsetData_maxHeight, 0); + break; + case TextAnchor.LowerRight: + offset.x += OffsetData_maxWidth; + offset.y += OffsetData_maxHeight; + //offset += new Vector3(OffsetData_maxWidth, OffsetData_maxHeight, 0); + break; + } + //infoCount = hyphenedText.Length; + for(int i=0; i 0f ? offset.x - Rebuild_autoWrap : offset.x - rawBottomRightTextBounds.x; + rawBottomRightBounds.y = OffsetData_VerticalLimit > 0f ? OffsetData_VerticalLimit + offset.y : offset.y - OffsetData_maxHeight; + rawBottomRightBounds.z = offset.z; + + //align text to fit within this new box: + anchorOffset.x = 0f; + anchorOffset.y = 0f; + anchorOffset.z = 0f; + switch(anchor){ + case TextAnchor.UpperLeft: + case TextAnchor.UpperCenter: + case TextAnchor.UpperRight: break; + case TextAnchor.MiddleLeft: + case TextAnchor.MiddleCenter: + case TextAnchor.MiddleRight: + //offsetDifference = (-lowestPosition) * 0.5f; + anchorOffset.y = OffsetData_VerticalLimit > -rawBottomRightTextBounds.y ? (-rawBottomRightTextBounds.y + rawTopLeftBounds.y - rawBottomRightBounds.y) * 0.5f : 0f; + break; + case TextAnchor.LowerLeft: + case TextAnchor.LowerCenter: + case TextAnchor.LowerRight: + //Debug.Log(rawBottomRightTextBounds); + anchorOffset.y = OffsetData_VerticalLimit > -rawBottomRightTextBounds.y ? -rawBottomRightTextBounds.y + rawTopLeftBounds.y - rawBottomRightBounds.y : 0f; + break; + } + RecalculateBounds(); + } + private Vector3 anchorOffset = Vector3.zero; + private Vector3 RecalculateBounds_point; + void RecalculateBounds(){ + RecalculateBounds_point.x = -rawTopLeftBounds.x; + RecalculateBounds_point.y = -rawTopLeftBounds.y; + RecalculateBounds_point.z = -rawTopLeftBounds.z; + topLeftBounds = t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = -rawBottomRightBounds.x; + RecalculateBounds_point.y = -rawTopLeftBounds.y; + RecalculateBounds_point.z = rawTopLeftBounds.z; + topRightBounds = t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = -rawTopLeftBounds.x; + RecalculateBounds_point.y = -rawBottomRightBounds.y; + RecalculateBounds_point.z = rawBottomRightBounds.z; + bottomLeftBounds = t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = -rawBottomRightBounds.x; + RecalculateBounds_point.y = -rawBottomRightBounds.y; + RecalculateBounds_point.z = -rawBottomRightBounds.z; + bottomRightBounds = t.TransformPoint(RecalculateBounds_point); + + centerBounds = Vector3.Lerp(topLeftBounds, bottomRightBounds, 0.5f); + + if(hyphenedText.Length == 0) + { + RecalculateTextBounds(); + } + RecalculateFinalTextBounds(); + } + private Vector3 TextBounds_leftOffset = Vector3.zero; + private Vector3 TextBounds_rightOffset = Vector3.zero; + private float TextBounds_diff = 0f; + void RecalculateBoundsOffsets(){ + TextBounds_leftOffset.x = 0f; + TextBounds_leftOffset.y = 0f; + TextBounds_leftOffset.z = 0f; + TextBounds_rightOffset.x = 0f; + TextBounds_rightOffset.y = 0f; + TextBounds_rightOffset.z = 0f; + TextBounds_diff = rawBottomRightTextBounds.x + rawBottomRightBounds.x - offset.x; //distance between text bounds and autowrap, if any + + switch(alignment){ + case Alignment.Center: + TextBounds_leftOffset.x += TextBounds_diff / 2f; //use half of empty space + TextBounds_rightOffset.x += TextBounds_diff / 2f; //use half of empty space + break; + case Alignment.Right: + TextBounds_leftOffset.x += TextBounds_diff; + TextBounds_rightOffset.x += TextBounds_diff; + break; + case Alignment.Justified: + case Alignment.ForceJustified: + TextBounds_rightOffset.x += TextBounds_diff; + break; + //do nothing for left-aligned + } + } + private float RecalculateBounds_textBottom = 0f; + private Transform RecalculateBounds_t; + void RecalculateTextBounds(){ + if(hyphenedText.Length > 0) + { + RecalculateBoundsOffsets(); + RecalculateBounds_t = this.transform; //this is stupid + //TODO: figure out why subtracting offset in this one spot is so different + RecalculateBounds_textBottom = Mathf.Max(lowestDrawnPositionRaw - offset.y, lowestPosition - rawTopLeftBounds.y); + //line up with text... + //Debug.Log("lowest drawn: " + lowestDrawnPosition + " lowest: " + lowestPosition); + RecalculateBounds_point.x = -TextBounds_leftOffset.x - rawTopLeftBounds.x + anchorOffset.x; + RecalculateBounds_point.y = -TextBounds_leftOffset.y - rawTopLeftBounds.y + anchorOffset.y; + RecalculateBounds_point.z = -TextBounds_leftOffset.z - rawTopLeftBounds.z + anchorOffset.z; + topLeftTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = furthestDrawnPosition - rawTopLeftBounds.x - TextBounds_rightOffset.x + anchorOffset.x; + RecalculateBounds_point.y = -rawTopLeftBounds.y - TextBounds_rightOffset.y + anchorOffset.y; + RecalculateBounds_point.z = -rawTopLeftBounds.z - TextBounds_rightOffset.z + anchorOffset.z; + topRightTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = -rawTopLeftBounds.x -TextBounds_leftOffset.x + anchorOffset.x; + RecalculateBounds_point.y = RecalculateBounds_textBottom -TextBounds_leftOffset.y + anchorOffset.y; + RecalculateBounds_point.z = -TextBounds_leftOffset.z + anchorOffset.z; + bottomLeftTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = furthestDrawnPosition - rawTopLeftBounds.x -TextBounds_rightOffset.x + anchorOffset.x; + RecalculateBounds_point.y = RecalculateBounds_textBottom -TextBounds_rightOffset.y + anchorOffset.y; + RecalculateBounds_point.z = -TextBounds_rightOffset.z + anchorOffset.z; + bottomRightTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + + //centerTextBounds = Vector3.Lerp(topLeftTextBounds, bottomRightTextBounds, 0.5f); + centerTextBounds.x = Mathf.Lerp(topLeftTextBounds.x, bottomRightTextBounds.x, 0.5f); + centerTextBounds.y = Mathf.Lerp(topLeftTextBounds.y, bottomRightTextBounds.y, 0.5f); + //centerTextBounds.z = Mathf.Lerp(topLeftTextBounds.z, bottomRightTextBounds.z, 0.5f); + } + else + { + topLeftTextBounds.x = 0f; + topLeftTextBounds.y = 0f; + topLeftTextBounds.z = 0f; + topRightTextBounds.x = 0f; + topRightTextBounds.y = 0f; + topRightTextBounds.z = 0f; + bottomLeftTextBounds.x = 0f; + bottomLeftTextBounds.y = 0f; + bottomLeftTextBounds.z = 0f; + bottomRightTextBounds.x = 0f; + bottomRightTextBounds.y = 0f; + bottomRightTextBounds.z = 0f; + centerTextBounds.x = 0f; + centerTextBounds.y = 0f; + centerTextBounds.z = 0f; + } + } + void RecalculateFinalTextBounds(){ + if(hyphenedText.Length > 0) + { + RecalculateBoundsOffsets(); + RecalculateBounds_t = this.transform; //this is stupid + //calculate final bounds: + RecalculateBounds_point.x = -rawTopLeftBounds.x - TextBounds_leftOffset.x + anchorOffset.x; + RecalculateBounds_point.y = -rawTopLeftBounds.y - TextBounds_leftOffset.y + anchorOffset.y; + RecalculateBounds_point.z = -rawTopLeftBounds.z - TextBounds_leftOffset.z + anchorOffset.z; + finalTopLeftTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = rawBottomRightTextBounds.x - rawTopLeftBounds.x - TextBounds_rightOffset.x + anchorOffset.x; + RecalculateBounds_point.y = - rawTopLeftBounds.y - TextBounds_rightOffset.y + anchorOffset.y; + RecalculateBounds_point.z = - rawTopLeftBounds.z - TextBounds_rightOffset.z + anchorOffset.z; + finalTopRightTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = - rawTopLeftBounds.x - TextBounds_leftOffset.x + anchorOffset.x; + RecalculateBounds_point.y = lowestPosition - rawTopLeftBounds.y - TextBounds_leftOffset.y + anchorOffset.y; + RecalculateBounds_point.z = - rawTopLeftBounds.z - TextBounds_leftOffset.z + anchorOffset.z; + finalBottomLeftTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + RecalculateBounds_point.x = rawBottomRightTextBounds.x - rawTopLeftBounds.x - TextBounds_rightOffset.x + anchorOffset.x; + RecalculateBounds_point.y = lowestPosition - rawTopLeftBounds.y - TextBounds_rightOffset.y + anchorOffset.y; + RecalculateBounds_point.z = - rawTopLeftBounds.z - TextBounds_rightOffset.z + anchorOffset.z; + finalBottomRightTextBounds = RecalculateBounds_t.TransformPoint(RecalculateBounds_point); + + //finalCenterTextBounds = Vector3.Lerp(finalTopLeftTextBounds, finalBottomRightTextBounds, 0.5f); + finalCenterTextBounds.x = Mathf.Lerp(finalTopLeftTextBounds.x, finalBottomRightTextBounds.x, 0.5f); + finalCenterTextBounds.y = Mathf.Lerp(finalTopLeftTextBounds.y, finalBottomRightTextBounds.y, 0.5f); + } + else + { + finalTopLeftTextBounds.x = 0f; + finalTopLeftTextBounds.y = 0f; + finalTopLeftTextBounds.z = 0f; + finalTopRightTextBounds.x = 0f; + finalTopRightTextBounds.y = 0f; + finalTopRightTextBounds.z = 0f; + finalBottomLeftTextBounds.x = 0f; + finalBottomLeftTextBounds.y = 0f; + finalBottomLeftTextBounds.z = 0f; + finalBottomRightTextBounds.x = 0f; + finalBottomRightTextBounds.y = 0f; + finalBottomRightTextBounds.z = 0f; + finalCenterTextBounds.x = 0f; + finalCenterTextBounds.y = 0f; + finalCenterTextBounds.z = 0f; + } + } + + private int[] drawOrderRTL = new int[0]; + private int RTL_currentLine = -1; + private int RTL_lastEnd = -1; + void UpdateRTLDrawOrder (){ //update the RTL draw info, if needed + //if(drawOrder == DrawOrder.RightToLeft || undrawOrder == DrawOrder.RightToLeft){ //actually calculate? eh, do it anyway + drawOrderRTL = new int[hyphenedText.Length]; + //if(drawOrderRTL.Length < hyphenedText.Length) + // Array.Resize(ref drawOrderRTL, hyphenedText.Length); + + RTL_currentLine = 0; + for(int i=0, iL=hyphenedText.Length; i 0 ? lineBreaks[RTL_currentLine-1] + 1 : 0; + if(RTL_currentLine < lineBreaks.Count){ + drawOrderRTL[i] = -i + lineBreaks[RTL_currentLine] + RTL_lastEnd; + if(lineBreaks[RTL_currentLine] == i){ //this was the last character in this row + //Debug.Log("The end of this line was: " + lineBreaks[RTL_currentLine]); + RTL_currentLine++; + } + } + } + //} + } + private STMTextInfo Timing_textInfo; + //private STMTextInfo Timing_myTextInfo; + void ApplyTimingDataToTextInfo(){ + float currentTiming = 0f; + float furthestPoint = 0f; + bool needsToRead = false; + for(int i=0, iL=hyphenedText.Length; i 0f){ //a delay hasn't been set for this letter, yet + needsToRead = true; + } + + float additionalDelay = Timing_textInfo.delayData != null ? Timing_textInfo.delayData.count : 0f; //if there's no additional delay data attached... no additional delay + //get the time it'll be drawn at... + if(Timing_textInfo.readTime < 0f){ //if a time hasn't been set for this letter yet + switch(Timing_textInfo.drawOrder){ + case DrawOrder.AllAtOnce: + Timing_textInfo.readTime = currentTiming; + break; + case DrawOrder.Random: + Timing_textInfo.readTime = UnityEngine.Random.Range(0f,Timing_textInfo.readDelay); + break; + case DrawOrder.OneWordAtATime: + if(hyphenedText[i] == ' ' || hyphenedText[i] == '\n' || hyphenedText[i] == '\t' || hyphenedText[i] == '-'){ //only advance timing on a space, line break, or tab, or hyphen! + currentTiming += i == 0 ? additionalDelay * Timing_textInfo.readDelay : Timing_textInfo.readDelay + (additionalDelay * Timing_textInfo.readDelay); + } + Timing_textInfo.readTime = currentTiming; + break; + case DrawOrder.OneLineAtATime: + if(hyphenedText[i] == '\n') + { + currentTiming += i == 0 ? additionalDelay * Timing_textInfo.readDelay : Timing_textInfo.readDelay + (additionalDelay * Timing_textInfo.readDelay); + } + Timing_textInfo.readTime = currentTiming; + break; + case DrawOrder.RightToLeft: + Timing_textInfo.readTime = currentTiming; //reverse order! + currentTiming += myIndex == 0 ? additionalDelay * Timing_textInfo.readDelay : Timing_textInfo.readDelay + (additionalDelay * Timing_textInfo.readDelay); + break; + case DrawOrder.ReverseLTR: + currentTiming += i == 0 ? additionalDelay * Timing_textInfo.readDelay : Timing_textInfo.readDelay + (additionalDelay * Timing_textInfo.readDelay); + Timing_textInfo.readTime = currentTiming; + break; + case DrawOrder.RTLOneWordAtATime: + Timing_textInfo.readTime = currentTiming; + if(myIndex == 0 || hyphenedText[myIndex] == ' ' || hyphenedText[myIndex] == '\n' || hyphenedText[myIndex] == '\t' || hyphenedText[myIndex] == '-'){ //only advance timing on a space, line break, or tab, or hyphen! + currentTiming += Timing_textInfo.readDelay + (additionalDelay * Timing_textInfo.readDelay); + } + break; + default: //Left To Right + //dont add extra for first character + currentTiming += i == 0 ? additionalDelay * Timing_textInfo.readDelay : Timing_textInfo.readDelay + (additionalDelay * Timing_textInfo.readDelay); + Timing_textInfo.readTime = currentTiming; + break; + } + }else{ + currentTiming = Timing_textInfo.readTime; //pick up from here + } + float maxAnimTime = Timing_textInfo.drawAnimData != null ? Mathf.Max(Timing_textInfo.drawAnimData.animTime, Timing_textInfo.drawAnimData.fadeTime) : 0f; //just for initialization, so an error doesn't get returned. drawanim should never be null, really + furthestPoint = Mathf.Max(Timing_textInfo.readTime + maxAnimTime, furthestPoint); + } + totalReadTime = furthestPoint + 0.00001f; //save it! + callReadFunction = needsToRead; + } + private STMTextInfo UnreadTiming_textInfo; + void ApplyUnreadTimingDataToTextInfo(){ + //the other on the switch statement is different than the function above on purpose... might change in the future + //things have to be done in a slightly different order + float currentTiming = 0f; + float furthestPoint = 0f; + STMDrawAnimData myDrawAnim = UndrawAnim; //store undrawing animation since it'll be called multiple times + for(int i=0, iL=hyphenedText.Length; i 0){ //bother to draw it? + + // RV: Only update the array sizes here if we need to. + // Generate a mesh for the characters we want to print. + if (endVerts.Length != targArraySize) + Array.Resize(ref endVerts, targArraySize); + + //endTriangles = new int[hyphenedText.Length * 6]; + if (endUv.Length != targArraySize) + Array.Resize(ref endUv, targArraySize); + + if (endUv2.Length != targArraySize) + Array.Resize(ref endUv2, targArraySize);//overlay images + + if (endCol32.Length != targArraySize) + Array.Resize(ref endCol32, targArraySize); + + if (ratiosAndUvMids.Count != targArraySize) + ratiosAndUvMids = new List(new Vector4[targArraySize]); + + if(isUvRotated.Count != targArraySize) + isUvRotated = new List(new Vector4[targArraySize]); + + + //if (uvMids.Length < targArraySize) + // Array.Resize(ref uvMids, targArraySize); + + //int tallestVisibleIndex = 0; + //float highestVisiblePoint = rawBottomRightBounds.y; + //bool playedSoundThisFrame = false; + //float offsetDifference = 0f; + //info[info.Count-1].pos.y + + for(int i=0, iL=hyphenedText.Length; i 0f && !CurrentTextInfo.invoked){ + CurrentTextInfo.invoked = true; + doEventAfter = true; + //if(!playedSoundThisFrame){ + // playedSoundThisFrame = true; + + //ignore 0-width space, as it's used for tacked-on events + if(hyphenedText[i] != '\u200B') + { + //} + doPrintEventAfter = true; + if(hyphenedText[i] != ' ' && hyphenedText[i] != '\n') + { + lowestDrawnPosition = Mathf.Min(lowestDrawnPosition, CurrentTextInfo.pos.y); + lowestDrawnPositionRaw = Mathf.Min(lowestDrawnPositionRaw, CurrentTextInfo.pos.y + offset.y); + //Debug.Log(CurrentTextInfo.pos.y); + furthestDrawnPosition = Mathf.Max(furthestDrawnPosition, CurrentTextInfo.RelativeAdvance(characterSpacing).x + offset.x + TextBounds_rightOffset.x); + } + } + latestNumber = Mathf.Max(latestNumber, myIndex); //find latest number to start from next frame + /* + if(info[i].pos.y + info[i].size + lowestLineOffset.y < 0f && //this number is below the limit + info[i].pos.y + info[i].size + lowestLineOffset.y > highestVisiblePoint){ //is this number taller than the current tallest number? + highestVisiblePoint = info[i].pos.y + info[i].size + lowestLineOffset.y; + tallestVisibleIndex = i; + } + */ + + } + }else if(!Application.isPlaying || VerticalLimitStored == 0f || !(verticalLimitMode == VerticalLimitMode.AutoPause || + verticalLimitMode == VerticalLimitMode.AutoPauseFull)){ //don't do this for autopauses + latestNumber = hyphenedText.Length-1; + lowestDrawnPosition = info[latestNumber].pos.y; //assume the final letter + lowestDrawnPositionRaw = info[latestNumber].pos.y + offset.y; + furthestDrawnPosition = rawBottomRightTextBounds.x; //this causes some sizes to be incorrect in-editor, but should be fine as text reads out + } + RecalculateTextBounds(); + if(doEventAfter) + { + DoEvent(i); //do every event up to this integer + } + if(doPrintEventAfter) + { + PlaySound(i); //only play one sound this frame, from the first letter drawn this frame + if(onPrintEvent != null) onPrintEvent.Invoke(); + if(OnPrintEvent != null) OnPrintEvent(); + } + //if(offsetDifference > 0f) offsetDifference = 0f; + //this is done here so text grows from middle/lower zones + UpdateMesh_lowestLineOffset.x = 0f; + UpdateMesh_lowestLineOffset.y = 0f; + UpdateMesh_lowestLineOffset.z = 0f; + + //push text up if it goes below vertical limit. uses a multiple of size to keep consistent line drop sizes + //info[i].pos.y < -rawBottomRightBounds.y + //Debug.Log("lowest drawn position: " + lowestDrawnPosition + "bottom right bounds: " + -rawBottomRightBounds.y); + if(VerticalLimitStored > 0f && (verticalLimitMode == VerticalLimitMode.ShowLast || + verticalLimitMode == VerticalLimitMode.AutoPause || + verticalLimitMode == VerticalLimitMode.AutoPauseFull) && + //2020-12-28 the uiMode * 2f stuff is a temp fix... I can't figure out exactly what's causing this just yet? ah well. + lowestDrawnPosition < -rawBottomRightBounds.y/* * (uiMode ? 2f : 1f)*/){ //if the bounds extend beyond the vertical limit + + //Debug.Log("pushing up"); + //push text up! + //and round to nearest multiple of size, so text lines up with top of box + //UpdateMesh_lowestLineOffset.y = Mathf.Ceil((-lowestDrawnPosition - rawBottomRightBounds.y) / (size * lineSpacing)) * (size * lineSpacing); + //line up with top of next row... + //UpdateMesh_lowestLineOffset.y = Mathf.Ceil((-lowestDrawnPosition - rawBottomRightBounds.y) / (size * lineSpacing)) * (size * lineSpacing); + //UpdateMesh_lowestLineOffset.y = -lowestDrawnPosition; + //UpdateMesh_lowestLineOffset.y = lineHeights[0]; + //UpdateMesh_lowestLineOffset.y = -lowestDrawnPosition - rawBottomRightBounds.y; + //if(verticalLimitMode == VerticalLimitMode) + + if(verticalLimitMode == VerticalLimitMode.AutoPauseFull) + { + for(int j=0; j= -lowestDrawnPosition - rawBottomRightBounds.y) + { + break; + } + //push up again + //UpdateMesh_lowestLineOffset.y += lineHeights[j]; + + } + } + else + { + for(int j=0; j= -lowestDrawnPosition - rawBottomRightBounds.y) + { + break; + } + //push up again + //UpdateMesh_lowestLineOffset.y += lineHeights[j]; + + } + } + /* + if (verticalLimitMode == VerticalLimitMode.AutoPauseFull){ + tmpRawBottomRightBounds = rawBottomRightBounds.y; + //round to nearest multiple of verticallimit + if(uiMode) tmpRawBottomRightBounds *= 2f; + //Debug.Log("This mesh is named " + t.name + " and my rawBottomRightBounds.y is " + tmpRawBottomRightBounds); + UpdateMesh_lowestLineOffset.y = Mathf.Ceil(UpdateMesh_lowestLineOffset.y / tmpRawBottomRightBounds) * tmpRawBottomRightBounds; + //UpdateMesh_lowestLineOffset.y = Mathf.Ceil(UpdateMesh_lowestLineOffset.y / (size * lineSpacing)) * (size * lineSpacing); + } + */ + } + UpdateMesh_lowestLineOffset.x += anchorOffset.x; + UpdateMesh_lowestLineOffset.y += anchorOffset.y + ((info[0].lineSpacing - 1f) * info[0].size.y); //push up to hide line spacing on first row. + UpdateMesh_lowestLineOffset.z += anchorOffset.z; + //Debug.Log(lowestDrawnPosition); + + //Vertex data: + //animated stuffffff + jitterValue = Vector3.zero; + if(CurrentTextInfo.jitterData != null && !data.disableAnimatedText && !disableAnimatedText) + { //just dont jitter if animating text is overridden + areWeAnimating = true; + jitterValue = JitterValue(CurrentTextInfo, CurrentTextInfo.jitterData); //get jitter data + } + + UpdateMesh_waveValue = Vector3.zero; //universal + UpdateMesh_waveValueTopLeft = Vector3.zero; + UpdateMesh_waveValueTopRight = Vector3.zero; + UpdateMesh_waveValueBottomRight = Vector3.zero; + UpdateMesh_waveValueBottomLeft = Vector3.zero; + //Vector3 UpdateMesh_waveValueRotation = Vector3.zero; + //Vector3 UpdateMesh_waveValueRotPivot = Vector3.zero; + + if(CurrentTextInfo.waveData != null && CurrentTextInfo.size.y != 0 && !data.disableAnimatedText && !disableAnimatedText){ + areWeAnimating = true; + float waveTime = CurrentTextInfo.waveData.animateFromTimeDrawn ? currentReadTime - CurrentTextInfo.readTime : GetTimeTime; + if(CurrentTextInfo.waveData.positionControl){ + UpdateMesh_waveValue = WavePosition(CurrentTextInfo, CurrentTextInfo.waveData.position, waveTime); + } + + // RV: Following was converted to add individual dimensions of arrays rather than whole arrays, as adding + // full arrays causes the creation of a new array which creates additional GC and processing time. + if(CurrentTextInfo.waveData.individualVertexControl) + { + UpdateMesh_wavePosition = WavePosition(CurrentTextInfo, CurrentTextInfo.waveData.topLeft, waveTime); + UpdateMesh_waveValueTopLeft.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueTopLeft.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueTopLeft.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WavePosition(CurrentTextInfo, CurrentTextInfo.waveData.topRight, waveTime); + UpdateMesh_waveValueTopRight.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueTopRight.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueTopRight.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WavePosition(CurrentTextInfo, CurrentTextInfo.waveData.bottomRight, waveTime); + UpdateMesh_waveValueBottomRight.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueBottomRight.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueBottomRight.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WavePosition(CurrentTextInfo, CurrentTextInfo.waveData.bottomLeft, waveTime); + UpdateMesh_waveValueBottomLeft.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueBottomLeft.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueBottomLeft.z += UpdateMesh_wavePosition.z; + } + + if(CurrentTextInfo.waveData.rotationControl) + { + UpdateMesh_wavePosition = WaveRotation(CurrentTextInfo, CurrentTextInfo.waveData.rotation, CurrentTextInfo.TopLeftVert, waveTime); + UpdateMesh_waveValueTopLeft.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueTopLeft.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueTopLeft.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WaveRotation(CurrentTextInfo, CurrentTextInfo.waveData.rotation, CurrentTextInfo.TopRightVert, waveTime); + UpdateMesh_waveValueTopRight.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueTopRight.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueTopRight.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WaveRotation(CurrentTextInfo, CurrentTextInfo.waveData.rotation, CurrentTextInfo.BottomRightVert, waveTime); + UpdateMesh_waveValueBottomRight.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueBottomRight.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueBottomRight.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WaveRotation(CurrentTextInfo, CurrentTextInfo.waveData.rotation, CurrentTextInfo.BottomLeftVert, waveTime); + UpdateMesh_waveValueBottomLeft.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueBottomLeft.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueBottomLeft.z += UpdateMesh_wavePosition.z; + } + if(CurrentTextInfo.waveData.scaleControl) + { + UpdateMesh_wavePosition = WaveScale(CurrentTextInfo, CurrentTextInfo.waveData.scale, CurrentTextInfo.TopLeftVert, waveTime); + UpdateMesh_waveValueTopLeft.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueTopLeft.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueTopLeft.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WaveScale(CurrentTextInfo, CurrentTextInfo.waveData.scale, CurrentTextInfo.TopRightVert, waveTime); + UpdateMesh_waveValueTopRight.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueTopRight.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueTopRight.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WaveScale(CurrentTextInfo, CurrentTextInfo.waveData.scale, CurrentTextInfo.BottomRightVert, waveTime); + UpdateMesh_waveValueBottomRight.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueBottomRight.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueBottomRight.z += UpdateMesh_wavePosition.z; + + UpdateMesh_wavePosition = WaveScale(CurrentTextInfo, CurrentTextInfo.waveData.scale, CurrentTextInfo.BottomLeftVert, waveTime); + UpdateMesh_waveValueBottomLeft.x += UpdateMesh_wavePosition.x; + UpdateMesh_waveValueBottomLeft.y += UpdateMesh_wavePosition.y; + UpdateMesh_waveValueBottomLeft.z += UpdateMesh_wavePosition.z; + } + + } + + //if text isn't different, you don't need to update UVs, or triangles + //only need to update vertices of animated text + //only need to update color of text w/ animated colors + + //for cutting off old text + if ((VerticalLimitStored > 0f && verticalLimitMode != VerticalLimitMode.Ignore) && //if vertical limit is on and not set to ignore... + (CurrentTextInfo.pos.y + CurrentTextInfo.size.y + UpdateMesh_lowestLineOffset.y - anchorOffset.y > -rawTopLeftBounds.y + 0.00001f/* || info[i].pos.y < -rawBottomRightBounds.y*/)) + { //hide all text that extends beyond the vertical limit. For things like ShowLast mode. + //if using a limited vertical space and this text's line is before the text that should be shown + endVerts[4 * i + 0] = Vector3.zero; //hide it! + endVerts[4 * i + 1] = Vector3.zero; + endVerts[4 * i + 2] = Vector3.zero; + endVerts[4 * i + 3] = Vector3.zero; + } + else + { + //assign vertices + if(relativeBaseOffset) + { + realBaseOffset.x = baseOffset.x * CurrentTextInfo.size.x; + realBaseOffset.y = baseOffset.y * CurrentTextInfo.size.y; + realBaseOffset.z = baseOffset.z; + } + else + { + realBaseOffset.x = baseOffset.x; + realBaseOffset.y = baseOffset.y; + realBaseOffset.z = baseOffset.z; + } + + endVerts[4 * i + 0].x = ((CurrentTextInfo.TopLeftVert.x + jitterValue.x + UpdateMesh_waveValueTopLeft.x + UpdateMesh_waveValue.x) + UpdateMesh_lowestLineOffset.x + realBaseOffset.x); + endVerts[4 * i + 0].y = ((CurrentTextInfo.TopLeftVert.y + jitterValue.y + UpdateMesh_waveValueTopLeft.y + UpdateMesh_waveValue.y) + UpdateMesh_lowestLineOffset.y + realBaseOffset.y); + endVerts[4 * i + 0].z = ((CurrentTextInfo.TopLeftVert.z + jitterValue.z + UpdateMesh_waveValueTopLeft.z + UpdateMesh_waveValue.z) + UpdateMesh_lowestLineOffset.z + realBaseOffset.z); + + endVerts[4 * i + 1].x = ((CurrentTextInfo.TopRightVert.x + jitterValue.x + UpdateMesh_waveValueTopRight.x + UpdateMesh_waveValue.x) + UpdateMesh_lowestLineOffset.x + realBaseOffset.x); + endVerts[4 * i + 1].y = ((CurrentTextInfo.TopRightVert.y + jitterValue.y + UpdateMesh_waveValueTopRight.y + UpdateMesh_waveValue.y) + UpdateMesh_lowestLineOffset.y + realBaseOffset.y); + endVerts[4 * i + 1].z = ((CurrentTextInfo.TopRightVert.z + jitterValue.z + UpdateMesh_waveValueTopRight.z + UpdateMesh_waveValue.z) + UpdateMesh_lowestLineOffset.z + realBaseOffset.z); + + endVerts[4 * i + 2].x = ((CurrentTextInfo.BottomRightVert.x + jitterValue.x + UpdateMesh_waveValueBottomRight.x + UpdateMesh_waveValue.x) + UpdateMesh_lowestLineOffset.x + realBaseOffset.x); + endVerts[4 * i + 2].y = ((CurrentTextInfo.BottomRightVert.y + jitterValue.y + UpdateMesh_waveValueBottomRight.y + UpdateMesh_waveValue.y) + UpdateMesh_lowestLineOffset.y + realBaseOffset.y); + endVerts[4 * i + 2].z = ((CurrentTextInfo.BottomRightVert.z + jitterValue.z + UpdateMesh_waveValueBottomRight.z + UpdateMesh_waveValue.z) + UpdateMesh_lowestLineOffset.z + realBaseOffset.z); + + endVerts[4 * i + 3].x = ((CurrentTextInfo.BottomLeftVert.x + jitterValue.x + UpdateMesh_waveValueBottomLeft.x + UpdateMesh_waveValue.x) + UpdateMesh_lowestLineOffset.x + realBaseOffset.x); + endVerts[4 * i + 3].y = ((CurrentTextInfo.BottomLeftVert.y + jitterValue.y + UpdateMesh_waveValueBottomLeft.y + UpdateMesh_waveValue.y) + UpdateMesh_lowestLineOffset.y + realBaseOffset.y); + endVerts[4 * i + 3].z = ((CurrentTextInfo.BottomLeftVert.z + jitterValue.z + UpdateMesh_waveValueBottomLeft.z + UpdateMesh_waveValue.z) + UpdateMesh_lowestLineOffset.z + realBaseOffset.z); + + if (!CurrentTextInfo.isQuad) + { + //Assign text UVs + //OPTO: this only needs to be changed on Rebuild() + endUv[4 * i + 0] = CurrentTextInfo.ch.uvTopLeft; + endUv[4 * i + 1] = CurrentTextInfo.ch.uvTopRight; + endUv[4 * i + 2] = CurrentTextInfo.ch.uvBottomRight; + endUv[4 * i + 3] = CurrentTextInfo.ch.uvBottomLeft; + + uvMidHold.x = CurrentTextInfo.uvMid.x; + uvMidHold.y = CurrentTextInfo.uvMid.y; + } + else + { + //choose whether to use built-in index or an override + endUv[4 * i + 0] = CurrentTextInfo.quadData.UvTopLeft(GetTimeTime, CurrentTextInfo.quadIndex); + endUv[4 * i + 1] = CurrentTextInfo.quadData.UvTopRight(GetTimeTime, CurrentTextInfo.quadIndex); + endUv[4 * i + 2] = CurrentTextInfo.quadData.UvBottomRight(GetTimeTime, CurrentTextInfo.quadIndex); + endUv[4 * i + 3] = CurrentTextInfo.quadData.UvBottomLeft(GetTimeTime, CurrentTextInfo.quadIndex); + + uvMidHold = CurrentTextInfo.quadData.UvMiddle(GetTimeTime, CurrentTextInfo.quadIndex); + + if (CurrentTextInfo.quadData.columns > 1 && CurrentTextInfo.quadData.animDelay > 0f && CurrentTextInfo.quadIndex < 0) + { + areWeAnimating = true; + } + } + } + //combine into one array + ratioAndUvHold.x = ratioHold.x; + ratioAndUvHold.y = ratioHold.y; + ratioAndUvHold.z = uvMidHold.x; + ratioAndUvHold.w = uvMidHold.y; + + //Debug.Log(ratiosAndUvMids.Count); + ratiosAndUvMids[4 * i + 0] = ratioAndUvHold; + ratiosAndUvMids[4 * i + 1] = ratioAndUvHold; + ratiosAndUvMids[4 * i + 2] = ratioAndUvHold; + ratiosAndUvMids[4 * i + 3] = ratioAndUvHold; + + //uv rotation data + ratioAndUvHold.x = endUv[4 * i + 0].x != endUv[4 * i + 3].x ? 1 : 0; //1 if rotated, 0 if not + ratioAndUvHold.y = CurrentTextInfo.size.y; //size of letter + //ratioAndUvHold.z = CurrentTextInfo.chSize / CurrentTextInfo.fontData.font.; //point size of letter + if(CurrentTextInfo.fontData != null) + { + ratioAndUvHold.z = CurrentTextInfo.chSize / ((CurrentTextInfo.fontData.font.material.mainTexture.width) / 4.0f); + ratioAndUvHold.w = CurrentTextInfo.chSize / ((CurrentTextInfo.fontData.font.material.mainTexture.height) / 4.0f); + } + else + { + ratioAndUvHold.z = CurrentTextInfo.chSize / ((font.material.mainTexture.width) / 4.0f); + ratioAndUvHold.w = CurrentTextInfo.chSize / ((font.material.mainTexture.height) / 4.0f); + } + + isUvRotated[4 * i + 0] = ratioAndUvHold; + isUvRotated[4 * i + 1] = ratioAndUvHold; + isUvRotated[4 * i + 2] = ratioAndUvHold; + isUvRotated[4 * i + 3] = ratioAndUvHold; + + + //Scrolling Textures: + //make sure last character isn't a tab, space, or line break. + if (CurrentTextInfo.textureData != null && (i != iL-1 || (i == iL-1 && CurrentTextInfo.TopRightVert != Vector3.zero))){ //not last character nothing! + if(CurrentTextInfo.textureData.scrollSpeed != Vector2.zero){ + areWeAnimating = true; //update this every frame + } + + UpdateMesh_uvOffset.x = GetTimeTime * CurrentTextInfo.textureData.scrollSpeed.x; + UpdateMesh_uvOffset.y = GetTimeTime * CurrentTextInfo.textureData.scrollSpeed.y; + + //Vector2 uvMulti = Vector2 + + float uv2Scale = 1f; + if(CurrentTextInfo.textureData.scaleWithText){ + uv2Scale = 1f / CurrentTextInfo.size.y; + } + + // Fetch values and store them in existing objects to avoid doing casting + // or creating new objects. + cacheVectThree = endVerts[4 * i + 0]; + vectA.x = cacheVectThree.x; + vectA.y = cacheVectThree.y; + + cacheVectThree = endVerts[4 * i + 1]; + vectB.x = cacheVectThree.x; + vectB.y = cacheVectThree.y; + + cacheVectThree = endVerts[4 * i + 2]; + vectC.x = cacheVectThree.x; + vectC.y = cacheVectThree.y; + + cacheVectThree = endVerts[4 * i + 3]; + vectD.x = cacheVectThree.x; + vectD.y = cacheVectThree.y; + + if (CurrentTextInfo.textureData.relativeToLetter){//keep uvs relative to each letter? + //just draw texture as a square + infoVect.x = CurrentTextInfo.pos.x; + infoVect.y = CurrentTextInfo.pos.y; + + endUv2[4 * i + 0].x = uv2Scale * (vectA.x - infoVect.x) + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 0].y = uv2Scale * (vectA.y - infoVect.y) + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + + endUv2[4 * i + 1].x = uv2Scale * (vectB.x - infoVect.x) + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 1].y = uv2Scale * (vectB.y - infoVect.y) + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + + endUv2[4 * i + 2].x = uv2Scale * (vectC.x - infoVect.x) + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 2].y = uv2Scale * (vectC.y - infoVect.y) + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + + endUv2[4 * i + 3].x = uv2Scale * (vectD.x - infoVect.x) + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 3].y = uv2Scale * (vectD.y - infoVect.y) + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + } + else + { + endUv2[4 * i + 0].x = uv2Scale * vectA.x + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 0].y = uv2Scale * vectA.y + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + + endUv2[4 * i + 1].x = uv2Scale * vectB.x + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 1].y = uv2Scale * vectB.y + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + + endUv2[4 * i + 2].x = uv2Scale * vectC.x + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 2].y = uv2Scale * vectC.y + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + + endUv2[4 * i + 3].x = uv2Scale * vectD.x + UpdateMesh_uvOffset.x - CurrentTextInfo.textureData.offset.x; + endUv2[4 * i + 3].y = uv2Scale * vectD.y + UpdateMesh_uvOffset.y - CurrentTextInfo.textureData.offset.y; + } + } + + //match UV2 to UV1? + if(CurrentTextInfo.isQuad){ //quad silhouette? + if(!CurrentTextInfo.quadData.silhouette){ + endUv2[4*i + 0] = endUv[4*i+0]; //same + endUv2[4*i + 1] = endUv[4*i+1]; + endUv2[4*i + 2] = endUv[4*i+2]; + endUv2[4*i + 3] = endUv[4*i+3]; + } + } + + //Color data: + if (CurrentTextInfo.isQuad && !CurrentTextInfo.quadData.silhouette) + { //if it's a quad but not a silhouette + endCol32[4 * i + 0] = Color.white; //set color to be white, so it doesn't interfere with texture + endCol32[4 * i + 1] = Color.white; + endCol32[4 * i + 2] = Color.white; + endCol32[4 * i + 3] = Color.white; + } + else if (CurrentTextInfo.gradientData != null) + { //gradient speed + gradient spread + if (CurrentTextInfo.gradientData.scrollSpeed != 0) + { + areWeAnimating = true; + } + switch (CurrentTextInfo.gradientData.direction) + { + case STMGradientData.GradientDirection.Vertical: + switch (CurrentTextInfo.gradientData.smoothGradient) + { + case false: //hard gradient + endCol32[4 * i + 0] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (CurrentTextInfo.pos.y * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 1] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (CurrentTextInfo.pos.y * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 2] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (CurrentTextInfo.pos.y * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 3] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (CurrentTextInfo.pos.y * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + break; + default: + endCol32[4 * i + 0] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + ((CurrentTextInfo.pos.y + CurrentTextInfo.size.y) * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 1] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + ((CurrentTextInfo.pos.y + CurrentTextInfo.size.y) * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 2] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (CurrentTextInfo.pos.y * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 3] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (CurrentTextInfo.pos.y * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + break; + } + break; + default: //horizontal + switch (CurrentTextInfo.gradientData.smoothGradient) + { + case false: + endCol32[4 * i + 0] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 0].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); //this works! + endCol32[4 * i + 1] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 0].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 2] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 0].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 3] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 0].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + break; + default://smooth gradient + endCol32[4 * i + 0] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 0].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); //this works! + endCol32[4 * i + 1] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 1].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 2] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 2].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + endCol32[4 * i + 3] = CurrentTextInfo.gradientData.gradient.Evaluate(Mathf.Repeat((GetTimeTime * CurrentTextInfo.gradientData.scrollSpeed) + (endVerts[4 * i + 3].x * CurrentTextInfo.gradientData.gradientSpread / CurrentTextInfo.size.y), 1f)); + break; + } + break; + } + if(CurrentTextInfo.colorData != null) + { + endCol32[4 * i + 0] *= CurrentTextInfo.colorData.color; + endCol32[4 * i + 1] *= CurrentTextInfo.colorData.color; + endCol32[4 * i + 2] *= CurrentTextInfo.colorData.color; + endCol32[4 * i + 3] *= CurrentTextInfo.colorData.color; + } + } + else if (CurrentTextInfo.textureData != null) + { //it has a texture + endCol32[4 * i + 0] = Color.white; //set color to be white, so it doesn't interfere with texture + endCol32[4 * i + 1] = Color.white; + endCol32[4 * i + 2] = Color.white; + endCol32[4 * i + 3] = Color.white; + + if(CurrentTextInfo.colorData != null) + { + endCol32[4 * i + 0] *= CurrentTextInfo.colorData.color; + endCol32[4 * i + 1] *= CurrentTextInfo.colorData.color; + endCol32[4 * i + 2] *= CurrentTextInfo.colorData.color; + endCol32[4 * i + 3] *= CurrentTextInfo.colorData.color; + } + } + else if (CurrentTextInfo.colorData != null) + { //use colordata + endCol32[4 * i + 0] = CurrentTextInfo.colorData.color; + endCol32[4 * i + 1] = CurrentTextInfo.colorData.color; + endCol32[4 * i + 2] = CurrentTextInfo.colorData.color; + endCol32[4 * i + 3] = CurrentTextInfo.colorData.color; + } + else + { //use default color + endCol32[4 * i + 0] = color; + endCol32[4 * i + 1] = color; + endCol32[4 * i + 2] = color; + endCol32[4 * i + 3] = color; + } + + //apply fade. + endCol32[4 * i + 0].a = (byte)((float)endCol32[4 * i + 0].a * fade); + endCol32[4 * i + 1].a = (byte)((float)endCol32[4 * i + 1].a * fade); + endCol32[4 * i + 2].a = (byte)((float)endCol32[4 * i + 2].a * fade); + endCol32[4 * i + 3].a = (byte)((float)endCol32[4 * i + 3].a * fade); + //colorArray[i].a = colorArray[i].a * fadeAmount; + //correct for linear space. + + + if(!uiMode && myColorSpace == 1) //linear space + { + endCol32[4 * i + 0] = ((Color)endCol32[4 * i + 0]).linear; + endCol32[4 * i + 1] = ((Color)endCol32[4 * i + 1]).linear; + endCol32[4 * i + 2] = ((Color)endCol32[4 * i + 2]).linear; + endCol32[4 * i + 3] = ((Color)endCol32[4 * i + 3]).linear; + } + + + } + + //If you want to modify vertices (curve, offset, etc) you can do it directly, here + //ApplyCurveToVertices(endVerts); + if((onVertexMod != null && onVertexMod.GetPersistentEventCount() > 0) || OnVertexMod != null){ + //Debug.Log("Updating vertex mod"); + if (UpdateMesh_Middles.Length != hyphenedText.Length) + Array.Resize(ref UpdateMesh_Middles, hyphenedText.Length); //Update the array with the middle of each letter + + if (UpdateMesh_Positions.Length != hyphenedText.Length) + Array.Resize(ref UpdateMesh_Positions, hyphenedText.Length); + + for(int i=0, iL=hyphenedText.Length; i 0 == midway mesh + { + if(textMesh == null) + { + textMesh = new Mesh(); //create the mesh initially + textMesh.MarkDynamic(); //just do it + } + textMesh.Clear(); + if(text.Length > 0) + { + if(reading || unreading)//which set to use...? + { + UpdateDrawnMesh(timeValue, undrawingMesh); + textMesh.vertices = midVerts; + textMesh.colors32 = midCol32; + } + else if(timeValue == 0f || undrawingMesh){//show nothing + + UpdatePreReadMesh(undrawingMesh); //pas this so it know which animation to use. always renders a pre-read mesh + textMesh.vertices = startVerts; + textMesh.colors32 = startCol32; + //Debug.Log("showing empty"); + } + else + { + UpdateMesh(totalReadTime+1f); + textMesh.vertices = endVerts; + textMesh.colors32 = endCol32; + //Debug.Log("showing filled"); + } + + //Debug.Log("text mesh verts: " + midVerts.Length + " enduv length: " + endUv.Length); + + textMesh.uv = endUv; //this technically only needs to be set on Rebuild() + textMesh.uv2 = endUv2; //use 2nd texture... + //textMesh.uv3 = ratios; //for new shader! + textMesh.SetUVs(2, ratiosAndUvMids); + textMesh.SetUVs(3, isUvRotated); + + //apply tris and submeshes + if(submeshes.Count > 1)//this also only needs to be set on Rebuild() + { + //use submeshes instead of setting triangles for entire mesh: + textMesh.subMeshCount = submeshes.Count; + for(int i=0, iL=textMesh.subMeshCount; i 0) + { + //do it this way because of errors with quads + textMesh.subMeshCount = 1; + //set triangles for entire mesh: + //textMesh.triangles = SubMeshes_subMeshes[0].tris.ToArray(); + //Debug.Log(SubMeshes_subMeshes.Count); + textMesh.SetTriangles(submeshes[0].tris, 0); //causes less garbage? + } + //else, do nothing!! + //textMesh.isReadable = true; + textMesh.UploadMeshData(false); //send to graphics API manually...? + } + ApplyMesh(); + } + void ApplyMesh() + { + if(uiMode) //UI mode + { + c.SetMesh(textMesh); + } + else + { + f.sharedMesh = textMesh; //I dont think this has to be set multiple times but w/e + } + } + [ContextMenu("Clear Materials")] + public void ClearMaterials() + { + + //clear r.sharedMaterials, here + if(uiMode) + { + for(int i=0, iL=c.materialCount; i(); + if(parentCanvas != null) parentCanvas.additionalShaderChannels |= AdditionalCanvasShaderChannels.TexCoord1; + c.materialCount = submeshMaterials.Length+1; + for(int j=0; j 0) + { + c.SetMaterial(submeshMaterials[0],0); + } + #endif + } + } + else + { + r.sharedMaterials = submeshMaterials; //update! + } + #if UNITY_EDITOR + HideInspectorStuff(); //this is the only time you're really gonna need this, so OnValidate() makes sense...? + #endif + } + + //private int Submesh_Count = 0; + + //tris for submeshes on THIS mesh to use + private List submeshes = new List(); + + private Material[] submeshMaterials = new Material[1]; //to be used when applying materials to a mesh + + + + + //SubmeshData SubmeshExist_submesh = null; + SubmeshData DoesSubmeshExist(SharedMaterialData materialData) + { + for(int i=0; i SubMeshes_subMeshes = new List(); + private SharedMaterialData Submesh_sharedMaterial = null; + private SubmeshData Submesh_submeshData = null; + private STMTextInfo Submesh_info; + void PrepareSubmeshes() + { + //since this only needs to be calculated during Rebuild(), putting this in its own function. + // SubMeshes_subMeshes.Clear(); + //SubMeshes_subMeshes = new List(); //include default submesh + // SubMeshes_subMeshes.Add(new SubMeshData(this)); //add default submesh + // Submesh_Count = 1; + //assign default + submeshes.Clear(); + + if(info.Count > 0 && info[0] != null/* && !info[0].submeshChange*/) + { + Submesh_sharedMaterial = SharedMaterialDataStorage.DoesSharedMaterialExist(this); + if(Submesh_sharedMaterial == null) + { + //Submesh_sharedMaterial = new SharedMaterialData(this); + SharedMaterialDataStorage.allMaterials.Add(new SharedMaterialData(this)); + Submesh_sharedMaterial = SharedMaterialDataStorage.allMaterials[SharedMaterialDataStorage.allMaterials.Count-1]; + } + Submesh_submeshData = DoesSubmeshExist(Submesh_sharedMaterial); + if(Submesh_submeshData == null) + { + //Submesh_submeshData = new SubmeshData(submeshes.Count); + submeshes.Add(new SubmeshData(Submesh_sharedMaterial)); + Submesh_submeshData = submeshes[submeshes.Count-1]; + } + } + + + + + + //cache a submesh to check against, and assign a default + //SubMesh_Submesh = SubMeshes_subMeshes[0]; + for(int i=0, iL=hyphenedText.Length; i 0f ? true : autoRead); + } + +} +[System.Serializable] +public class SubmeshData +{ + public SharedMaterialData sharedMaterialData; //material to be used by this submesh + //public int materialIndex = -1; + public List tris = new List(); +/* + public SubmeshData(int index) + { + this.materialIndex = index; + + } +*/ + public SubmeshData(SharedMaterialData data) + { + this.sharedMaterialData = data; + } +} +[System.Serializable] +public static class SharedMaterialDataStorage +{ + //list of materials, shared with all text meshes. this is asking for trouble... + public static List allMaterials = new List(); + + private static Transform Submesh_maskCanvas; + private static float Submesh_stencilDepth; + private static SharedMaterialData MaterialExists_material = null; + public static SharedMaterialData DoesSharedMaterialExist(SuperTextMesh stm, STMTextInfo info) //find a material that this character can exist on + { + //masking + if(stm.uiMode) + { + Submesh_maskCanvas = MaskUtilities.FindRootSortOverrideCanvas(stm.t); + Submesh_stencilDepth = MaskUtilities.GetStencilDepth(stm.t, Submesh_maskCanvas); + } + else + { + Submesh_stencilDepth = -1f; + } + // Debug.Log("Finding material for a submesh on " + stm.t.name); + //return subMeshes[0]; //debugging... + for(int i=0; i tris = new List(); + public Material refMat; //material these tris will reference. not the actual material being used, but the one a new material will be created from. + public Font refFont; //maybe make these FontData, TextureData, ShaderData? + public Texture refTex; //for quads/inline images + public Texture refMask; //masks/textures/non-silhouette quads + public Vector2 maskTiling; + public FilterMode refFilter; + public float uiStencilDepth; + public int uiMaskMode = 0; + + private Material material; + //public string debugOriginalName = ""; + + //public Material createdMaterial; //is this the best place to store it...? + + public SharedMaterialData(SuperTextMesh stm){ //create default + SetValues(stm); + // debugOriginalName = "1: " + refMat.name + " - " + refFont.name + " - " + refFilter; + //SetMaterial(); + } + public SharedMaterialData(SuperTextMesh stm, STMTextInfo info){ //from different data types + SetValues(stm,info); + // debugOriginalName = "2: " + refMat.name + " - " + refFont.name + " - " + refFilter; + //SetMaterial(); + } + public void SetValues(SuperTextMesh stm) + { + this.refMat = stm.textMaterial; //default text material + this.refFont = stm.font; + this.refFilter = stm.filterMode; + //masking + if(stm.uiMode) + { + maskCanvas = MaskUtilities.FindRootSortOverrideCanvas(stm.tr); + this.uiStencilDepth = MaskUtilities.GetStencilDepth(stm.tr, maskCanvas); + this.uiMaskMode = (int)stm.maskMode; + } + else + { + this.uiStencilDepth = -1; + } + } + public void SetValues(SuperTextMesh stm, STMTextInfo info) + { + //this.refMask = texData.texture; + this.refMat = info.materialData != null ? info.materialData.material : stm.textMaterial; + this.refFont = info.fontData != null ? info.fontData.font : stm.font; + //this.refFilter = info.quadData != null ? info.quadData.filterMode : info.fontData != null ? info.fontData.overrideFilterMode ? info.fontData.filterMode : stm.filterMode; + //this one's so long... just write it out this way + if(info.isQuad) + { + this.refFont = null; //no font anymore + if(info.quadData.overrideFilterMode) + { + this.refFilter = info.quadData.filterMode; + } + else + { + this.refFilter = stm.filterMode; + } + } + else if(info.fontData != null) + { + if(info.fontData.overrideFilterMode) + { + this.refFilter = info.fontData.filterMode; + } + else + { + this.refFilter = stm.filterMode; + } + } + else + { + this.refFilter = stm.filterMode; + } + this.refMask = info.textureData != null ? info.textureData.texture : null; + this.maskTiling = info.textureData != null ? info.textureData.tiling : Vector2.one; + if(info.isQuad && !info.quadData.silhouette) //nah, use quad instead... + { + this.refMask = info.quadData.texture; + } + this.refTex = info.isQuad ? info.quadData.texture : null; + if(info.isQuad) + { + this.maskTiling = Vector2.one; + } + + //masking + if(stm.uiMode) + { + maskCanvas = MaskUtilities.FindRootSortOverrideCanvas(stm.tr); + this.uiStencilDepth = MaskUtilities.GetStencilDepth(stm.tr, maskCanvas); + this.uiMaskMode = (int)stm.maskMode; + } + else + { + this.uiStencilDepth = -1; + } + + } + float MaskDepthToID() + { + if(uiStencilDepth >= 8) + { + Debug.Log("Attempting to use a mask with depth >= 8"); + return 0; + } + //proper stencil buffer, minus 1 for outside mask + return Mathf.Pow(2,uiStencilDepth)-1+uiMaskMode; + } + public string materialName; + public Material AsMaterial + { + get + { + + if(material == null) + { + material = new Material(refMat.shader);//create new material + } + else + { + if(material.shader != refMat.shader) //in Unity 2018.4+, apparently this prevents GC from building up. + { + material.shader = refMat.shader; + } + } + + //Material newMat = new Material(refMat.shader); + material.CopyPropertiesFromMaterial(refMat); + /* + //this is a nice thought, but you can't read a font texture unfortunately! + + //if texture filter mode doesn't match ref filter, create new texture + #if UNITY_5_4_OR_NEWER + //test this in a later unity version! + Graphics.CopyTexture(refTex ?? refFont.material.mainTexture, this.texture); + #else + //texture = new Texture2D((refTex ?? refFont.material.mainTexture).width, (refTex ?? refFont.material.mainTexture).height); + texture.Resize((refTex ?? refFont.material.mainTexture).width, (refTex ?? refFont.material.mainTexture).height); + pixels = ((Texture2D)(refTex ?? refFont.material.mainTexture)).GetPixels32(); + texture.SetPixels32(pixels); + texture.wrapMode = (refTex ?? refFont.material.mainTexture).wrapMode; + texture.Apply(); + #endif + material.SetTexture("_MainTex", texture); //go w/ reftex unless its null, then use font + */ + material.SetTexture("_MainTex", refTex ?? refFont.material.mainTexture); //go w/ reftex unless its null, then use font + material.SetTexture("_MaskTex", refMask); + material.SetTextureScale("_MaskTex", maskTiling); + + + + if(material.HasProperty("_BaseMap")) + { + if(material.GetTexture("_BaseMap") != null) + { + material.GetTexture("_BaseMap").filterMode = refFilter; + } + } + else if(material.HasProperty("_MainTex")) + { + if(material.GetTexture("_MainTex") != null) + { + material.GetTexture("_MainTex").filterMode = refFilter; + } + + } + + //masking + //ApplyMasking(returnMaterial, uiMaskValue); + + //0 should be inside, 1 should be outside. + if(uiStencilDepth > -1f) + { + //3 if masking, 8 if not + material.SetFloat("_MaskComp", uiStencilDepth > 0 ? 3f : 8f); + //convert always + material.SetFloat("_MaskMode", MaskDepthToID()); + //always 0 + material.SetFloat("_StencilOp", 0f); + //0 if masking, 255 if not + material.SetFloat("_StencilWriteMask", uiStencilDepth > 0 ? 0f : 255f); + //convert if masking, otherwise 255 + material.SetFloat("_StencilReadMask", uiStencilDepth > 0 ? MaskDepthToID() : 255f); + } + + materialName = ""; + materialName += refMat != null ? refMat.name : "NULL MATERTIAL"; + materialName += " - "; + if(refFont != null) + { + materialName += refFont.name; + } + else + { + if(refTex != null) + { + //materialName += "Quad:"; + if(refMask != null) + { + materialName += refTex.name + "|" + refMask.name; + } + else + { + materialName += refTex.name + "|SILHOUETTE"; + } + } + else + { + materialName += "NULL"; + } + } + materialName += " - "; + materialName += refFilter; + + material.name = materialName; + + //Debug.Log("Just created a new material. See: " + material); + return material; + } + } + //LayoutElement Garbage + + //public virtual void CalculateLayoutInputHorizontal() {} + //public virtual void CalculateLayoutInputVertical() {} + //public float +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs.meta new file mode 100644 index 00000000..c73dcca6 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMesh.cs.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 0ffcfb6d0266347848bf69a03919f483 +timeCreated: 1477729246 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - font: {instanceID: 0} + - audioSource: {instanceID: 0} + - textMat: {instanceID: 0} + - textMesh: {instanceID: 0} + executionOrder: 0 + icon: {fileID: 2800000, guid: 0733b8615ed8944c0bb333f42af94696, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMeshData.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMeshData.cs new file mode 100644 index 00000000..f6218480 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMeshData.cs @@ -0,0 +1,98 @@ +//Copyright (c) 2016-2018 Kai Clavier [kaiclavier.com] Do Not Distribute +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Linq; //converting arrays to dictionaries +using System.IO; //for getting folders + +[CreateAssetMenu(fileName = "New Text Data", menuName = "Super Text Mesh/Super Text Mesh Data", order = 0)] +public class SuperTextMeshData : ScriptableObject { //the actual textdata manager file + + [HideInInspector] public bool textDataEditMode = false; //whether this will show on objects or not + + [HideInInspector] public bool showEffectsFoldout = false; + + [HideInInspector] public bool showWavesFoldout = false; + public Dictionary waves = new Dictionary(); + [HideInInspector] public bool showJittersFoldout = false; + public Dictionary jitters = new Dictionary(); + [HideInInspector] public bool showDrawAnimsFoldout = false; + public Dictionary drawAnims = new Dictionary(); + + + [HideInInspector] public bool showTextColorFoldout = false; + + [HideInInspector] public bool showColorsFoldout = false; + public Dictionary colors = new Dictionary(); + [HideInInspector] public bool showGradientsFoldout = false; + public Dictionary gradients = new Dictionary(); + [HideInInspector] public bool showTexturesFoldout = false; + public Dictionary textures = new Dictionary(); + + + [HideInInspector] public bool showInlineFoldout = false; + + [HideInInspector] public bool showDelaysFoldout = false; + public Dictionary delays = new Dictionary(); + [HideInInspector] public bool showVoicesFoldout = false; + public Dictionary voices = new Dictionary(); + [HideInInspector] public bool showFontsFoldout = false; + public Dictionary fonts = new Dictionary(); + [HideInInspector] public bool showSoundClipsFoldout = false; + public Dictionary soundClips = new Dictionary(); + //public List showSoundClipFoldout = new List(); + [HideInInspector] public bool showAudioClipsFoldout = false; + public Dictionary audioClips = new Dictionary(); + [HideInInspector] public bool showQuadsFoldout = false; + public Dictionary quads = new Dictionary(); + [HideInInspector] public bool showMaterialsFoldout = false; + public Dictionary materials = new Dictionary(); + + + [HideInInspector] public bool showAutomaticFoldout = false; + + [HideInInspector] public bool showAutoClipsFoldout = false; + public Dictionary autoClips = new Dictionary(); + [HideInInspector] public bool showAutoDelaysFoldout = false; + public Dictionary autoDelays = new Dictionary(); + + + [HideInInspector] public bool showMasterFoldout = true; + + [Tooltip("This disables waves and jitters from effecting text position, which might be hard for some users to read.")] + public bool disableAnimatedText = false; + public Font defaultFont; + public Color boundsColor = Color.blue; + public Color textBoundsColor = Color.yellow; + public Color finalTextBoundsColor = Color.grey; + public float superscriptOffset = 0.5f; + public float superscriptSize = 0.5f; + public float subscriptOffset = -0.2f; + public float subscriptSize = 0.5f; + public Font inspectorFont; + + + + public void RebuildDictionaries(){ + waves = Resources.LoadAll("STMWaves").ToDictionary(x => x.name, x => x); + jitters = Resources.LoadAll("STMJitters").ToDictionary(x => x.name, x => x); + drawAnims = Resources.LoadAll("STMDrawAnims").ToDictionary(x => x.name, x => x); + + colors = Resources.LoadAll("STMColors").ToDictionary(x => x.name, x => x); + gradients = Resources.LoadAll("STMGradients").ToDictionary(x => x.name, x => x); + textures = Resources.LoadAll("STMTextures").ToDictionary(x => x.name, x => x); + + delays = Resources.LoadAll("STMDelays").ToDictionary(x => x.name, x => x); + voices = Resources.LoadAll("STMVoices").ToDictionary(x => x.name, x => x); + fonts = Resources.LoadAll("STMFonts").ToDictionary(x => x.name, x => x); + + soundClips = Resources.LoadAll("STMSoundClips").ToDictionary(x => x.name, x => x); + audioClips = Resources.LoadAll("STMAudioClips").ToDictionary(x => x.name, x => x); + quads = Resources.LoadAll("STMQuads").ToDictionary(x => x.name, x => x); + materials = Resources.LoadAll("STMMaterials").ToDictionary(x => x.name, x => x); + + autoClips = Resources.LoadAll("STMAutoClips").ToDictionary(x => x.name, x => x); + autoDelays = Resources.LoadAll("STMAutoDelays").ToDictionary(x => x.name, x => x); + + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMeshData.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMeshData.cs.meta new file mode 100644 index 00000000..d30531a5 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Scripts/SuperTextMeshData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7b347e5d79dd1484ebedcac94b18f81d +timeCreated: 1459810728 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f79d9106324c1443da9c6cbbae22b9c1, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders.meta new file mode 100644 index 00000000..2fa2fee6 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a2a172620abee475b914b4391b40b78b +folderAsset: yes +timeCreated: 1458984085 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STM.cginc b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STM.cginc new file mode 100644 index 00000000..c7b71ac3 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STM.cginc @@ -0,0 +1,129 @@ +//Copyright (c) 2016-2021 Kai Clavier [kaiclavier.com] Do Not Distribute + +//base stuff that can be used by any STM shader + +struct appdata { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif +}; + +struct v2f +{ + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_VERTEX_OUTPUT_STEREO + #endif +}; + +sampler2D _MainTex; +uniform float4 _MainTex_ST; +sampler2D _MaskTex; +uniform float4 _MaskTex_ST; +float _Cutoff; + +float _SDFCutoff; +float _Blend; + +v2f vert (appdata v) +{ + v2f o; + //single-pass stereo rendering: + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + #endif + #if UNITY_VERSION < 540 + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); //UNITY_SHADER_NO_UPGRADE + #else + o.vertex = UnityObjectToClipPos(v.vertex); + #endif + o.color = v.color; + o.uv_MainTex = TRANSFORM_TEX(v.uv_MainTex, _MainTex); + o.uv2_MaskTex = TRANSFORM_TEX(v.uv2_MaskTex, _MaskTex); + #ifdef PIXELSNAP_ON + o.vertex = UnityPixelSnap(o.vertex); + #endif + return o; +} + +float4 when_lt(float4 x, float4 y) { + return max(sign(y - x), 0.0); +} + +float4 when_ge(float4 x, float4 y) { + return 1.0 - when_lt(x, y); +} + +//render normal text +fixed4 frag(v2f i) : SV_Target +{ + fixed4 text = tex2D(_MainTex, i.uv_MainTex); + fixed4 mask = tex2D(_MaskTex, i.uv2_MaskTex.xy); + fixed4 col = fixed4(0,0,0,0); + #if SDF_MODE + //anything before this point is already cut by (0,0,0,0) + //transparency to text + col.rgb += (mask.rgb * i.color.rgb) * + when_ge(text.a, _SDFCutoff) * + when_lt(text.a, _SDFCutoff + _Blend); + col.a += ((text.a - _SDFCutoff + (_Blend/100)) / _Blend * mask.a * i.color.a) * + //alpha greater or equal than cutoff + when_ge(text.a, _SDFCutoff) * + //alpha less than blend point + when_lt(text.a, _SDFCutoff + _Blend); + //get color from mask & vertex + col += (mask * i.color) * + //greater than blend point + when_ge(text.a, _SDFCutoff + _Blend); + +/* + older SDF code, with SDF outline support. + keeping it around just in case, but it doesn't work too well + with how STM uses generated SDFs. (no extra space for outlines) + if(text.a < _SDFCutoff - _SDFOutlineWidthOut - _Blend) + { + col.rgb = i.color.rgb; + col.a = 0; //cut! + } + else if(text.a < _SDFCutoff - _SDFOutlineWidthOut + _Blend) + { //blend between cutoff and edge of letter + //blend + if(_SDFOutlineWidthIn > 0 || _SDFOutlineWidthOut > 0) //transparency to outline + {//get color from outline, or inside depending on if there's an outline or not + col.rgb = _OutlineColor.rgb; + col.a = (text.a - _SDFCutoff + _SDFOutlineWidthOut + (_Blend/100)) / _Blend * _OutlineColor.a; + } + else //transparency to text + { + col.rgb = mask.rgb * i.color.rgb; + col.a = (text.a - _SDFCutoff + (_Blend/100)) / _Blend * mask.a * i.color.a; + } + } + else if(text.a < _SDFCutoff + _SDFOutlineWidthIn) + { //inside outline + col = _OutlineColor; //get color from outline + } + else if(text.a < _SDFCutoff + _SDFOutlineWidthIn + _Blend) + { //blend between inside outline and inside color + col = lerp(_OutlineColor, mask * i.color, (text.a - _SDFCutoff - _SDFOutlineWidthIn) / _Blend); + } + else + { + col = mask * i.color; //get color from mask & vertex + } +*/ + #else + col.rgb = mask.rgb * i.color.rgb; + col.a = text.a * mask.a * i.color.a; + #endif + clip(col.a - _Cutoff); + return col; +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STM.cginc.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STM.cginc.meta new file mode 100644 index 00000000..4a0bb17e --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STM.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dace9fac426f4ef4083b1d70b51dc5c4 +timeCreated: 1537416590 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMdropshadow.cginc b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMdropshadow.cginc new file mode 100644 index 00000000..33a9b893 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMdropshadow.cginc @@ -0,0 +1,109 @@ +//Copyright (c) 2016-2021 Kai Clavier [kaiclavier.com] Do Not Distribute + +//base stuff that can be used by any STM shader + +struct appdata { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif +}; + +struct v2f +{ + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_VERTEX_OUTPUT_STEREO + #endif +}; + +sampler2D _MainTex; +uniform float4 _MainTex_ST; +sampler2D _MaskTex; +uniform float4 _MaskTex_ST; +float _Cutoff; + +float _SDFCutoff; +float _Blend; + +float4 _ShadowColor; +float _ShadowDistance; +float _ShadowAngle; + +float _UseVector3; +float3 _ShadowAngle3; + +float4 when_lt(float4 x, float4 y) { + return max(sign(y - x), 0.0); +} + +float4 when_ge(float4 x, float4 y) { + return 1.0 - when_lt(x, y); +} + +v2f vert (appdata v) +{ + v2f o; + //single-pass stereo rendering: + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + #endif + o.vertex = v.vertex; + #ifdef VECTOR3_DROPSHADOW + o.vertex.x += (_ShadowAngle3.x * _ShadowDistance); + o.vertex.y += (_ShadowAngle3.y * _ShadowDistance); + o.vertex.z += (_ShadowAngle3.z * _ShadowDistance); + #else + o.vertex.x += (sin(_ShadowAngle * 0.01745327777) * _ShadowDistance); + o.vertex.y += (cos(_ShadowAngle * 0.01745327777) * _ShadowDistance); + #endif + #if UNITY_VERSION < 540 + o.vertex = mul(UNITY_MATRIX_MVP, o.vertex); //UNITY_SHADER_NO_UPGRADE + #else + o.vertex = UnityObjectToClipPos(o.vertex); + #endif + o.color.rgb = _ShadowColor.rgb; + o.color.a = v.color.a * _ShadowColor.a; + o.uv_MainTex = TRANSFORM_TEX(v.uv_MainTex, _MainTex); + o.uv2_MaskTex = TRANSFORM_TEX(v.uv2_MaskTex, _MaskTex); + #ifdef PIXELSNAP_ON + o.vertex = UnityPixelSnap(o.vertex); + #endif + return o; +} + +//render normal text +fixed4 frag(v2f i) : SV_Target +{ + fixed4 text = tex2D(_MainTex, i.uv_MainTex); + fixed4 mask = tex2D(_MaskTex, i.uv2_MaskTex.xy); + fixed4 col = fixed4(0,0,0,0); + #if SDF_MODE + //anything before this point is already cut by (0,0,0,0) + //transparency to text + col.rgb += (mask.rgb * i.color.rgb) * + when_ge(text.a, _SDFCutoff) * + when_lt(text.a, _SDFCutoff + _Blend); + col.a += ((text.a - _SDFCutoff + (_Blend/100)) / _Blend * mask.a * i.color.a) * + //alpha greater or equal than cutoff + when_ge(text.a, _SDFCutoff) * + //alpha less than blend point + when_lt(text.a, _SDFCutoff + _Blend); + //get color from mask & vertex + col += (mask * i.color) * + //greater than blend point + when_ge(text.a, _SDFCutoff + _Blend); + #else + col.rgb = mask.rgb * i.color.rgb; + col.a = text.a * mask.a * i.color.a; + #endif + clip(col.a - _Cutoff); + return col; +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMdropshadow.cginc.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMdropshadow.cginc.meta new file mode 100644 index 00000000..4524a769 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMdropshadow.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5c4d82c2cf29ab74f8f0c03686d910db +timeCreated: 1537524588 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMoutline.cginc b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMoutline.cginc new file mode 100644 index 00000000..5c376073 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMoutline.cginc @@ -0,0 +1,145 @@ +//Copyright (c) 2016-2018 Kai Clavier [kaiclavier.com] Do Not Distribute + +//base stuff that can be used by any STM shader + +struct appdata { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_VERTEX_INPUT_INSTANCE_ID + #endif +}; + +struct v2f +{ + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_VERTEX_OUTPUT_STEREO + #endif +}; + +sampler2D _MainTex; +uniform float4 _MainTex_ST; +sampler2D _MaskTex; +uniform float4 _MaskTex_ST; +float _Cutoff; + +float _SDFCutoff; +float _Blend; + +float4 _OutlineColor; +float _OutlineWidth; + +//uniform float ANGLE = 135; +//uniform float3 ANGLE3 = (1,1,0) + +v2f vert (appdata v) +{ + v2f o; + //single-pass stereo rendering: + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + #endif + o.vertex = v.vertex; + #ifdef SQUARE_OUTLINE + o.vertex.x += ANGLE3.x * _OutlineWidth; + o.vertex.y += ANGLE3.y * _OutlineWidth; + o.vertex.z += ANGLE3.z * _OutlineWidth; + #else + o.vertex.x += sin(ANGLE * 0.01745327777) * _OutlineWidth; + o.vertex.y += cos(ANGLE * 0.01745327777) * _OutlineWidth; + #endif + #if UNITY_VERSION < 540 + o.vertex = mul(UNITY_MATRIX_MVP, o.vertex); //UNITY_SHADER_NO_UPGRADE + #else + o.vertex = UnityObjectToClipPos(o.vertex); + #endif + o.color.rgb = _OutlineColor.rgb; + o.color.a = v.color.a * _OutlineColor.a; + o.uv_MainTex = TRANSFORM_TEX(v.uv_MainTex, _MainTex); + o.uv2_MaskTex = TRANSFORM_TEX(v.uv2_MaskTex, _MaskTex); + #ifdef PIXELSNAP_ON + o.vertex = UnityPixelSnap(o.vertex); + #endif + return o; +} + +float4 when_lt(float4 x, float4 y) { + return max(sign(y - x), 0.0); +} + +float4 when_ge(float4 x, float4 y) { + return 1.0 - when_lt(x, y); +} + +//render normal text +fixed4 frag(v2f i) : SV_Target +{ + fixed4 text = tex2D(_MainTex, i.uv_MainTex); + fixed4 mask = tex2D(_MaskTex, i.uv2_MaskTex.xy); + fixed4 col = fixed4(0,0,0,0); + #if SDF_MODE + //anything before this point is already cut by (0,0,0,0) + //transparency to text + col.rgb += (mask.rgb * i.color.rgb) * + when_ge(text.a, _SDFCutoff) * + when_lt(text.a, _SDFCutoff + _Blend); + col.a += ((text.a - _SDFCutoff + (_Blend/100)) / _Blend * mask.a * i.color.a) * + //alpha greater or equal than cutoff + when_ge(text.a, _SDFCutoff) * + //alpha less than blend point + when_lt(text.a, _SDFCutoff + _Blend); + //get color from mask & vertex + col += (mask * i.color) * + //greater than blend point + when_ge(text.a, _SDFCutoff + _Blend); + +/* + older SDF code, with SDF outline support. + keeping it around just in case, but it doesn't work too well + with how STM uses generated SDFs. (no extra space for outlines) + if(text.a < _SDFCutoff - _SDFOutlineWidthOut - _Blend) + { + col.rgb = i.color.rgb; + col.a = 0; //cut! + } + else if(text.a < _SDFCutoff - _SDFOutlineWidthOut + _Blend) + { //blend between cutoff and edge of letter + //blend + if(_SDFOutlineWidthIn > 0 || _SDFOutlineWidthOut > 0) //transparency to outline + {//get color from outline, or inside depending on if there's an outline or not + col.rgb = _OutlineColor.rgb; + col.a = (text.a - _SDFCutoff + _SDFOutlineWidthOut + (_Blend/100)) / _Blend * _OutlineColor.a; + } + else //transparency to text + { + col.rgb = mask.rgb * i.color.rgb; + col.a = (text.a - _SDFCutoff + (_Blend/100)) / _Blend * mask.a * i.color.a; + } + } + else if(text.a < _SDFCutoff + _SDFOutlineWidthIn) + { //inside outline + col = _OutlineColor; //get color from outline + } + else if(text.a < _SDFCutoff + _SDFOutlineWidthIn + _Blend) + { //blend between inside outline and inside color + col = lerp(_OutlineColor, mask * i.color, (text.a - _SDFCutoff - _SDFOutlineWidthIn) / _Blend); + } + else + { + col = mask * i.color; //get color from mask & vertex + } +*/ + #else + col.rgb = mask.rgb * i.color.rgb; + col.a = text.a * mask.a * i.color.a; + #endif + clip(col.a - _Cutoff); + return col; +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMoutline.cginc.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMoutline.cginc.meta new file mode 100644 index 00000000..dc63f9a1 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMoutline.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3f1f3da184a084c44951b20d1eeff8f6 +timeCreated: 1537521075 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMshadow.cginc b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMshadow.cginc new file mode 100644 index 00000000..0f3f03f6 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMshadow.cginc @@ -0,0 +1,60 @@ +//Copyright (c) 2016-2018 Kai Clavier [kaiclavier.com] Do Not Distribute + +//base stuff that can be used by any STM shader + +struct v2f { + V2F_SHADOW_CASTER; + fixed4 color : COLOR; + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_VERTEX_OUTPUT_STEREO + #endif +}; + +sampler2D _MainTex; +uniform float4 _MainTex_ST; +sampler2D _MaskTex; +uniform float4 _MaskTex_ST; + +float _SDFCutoff; + +float _ShadowCutoff; + +v2f vert(appdata_full v) +{ + v2f o; + //single-pass stereo rendering: + #if defined(UNITY_STEREO_INSTANCING_ENABLED) + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + #endif + o.color = v.color; + o.uv_MainTex = TRANSFORM_TEX(v.texcoord.xy, _MainTex); + o.uv2_MaskTex = TRANSFORM_TEX(v.texcoord1.xy, _MaskTex); + TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) + return o; +} + +float4 when_lt(float4 x, float4 y) { + return max(sign(y - x), 0.0); +} +float4 when_ge(float4 x, float4 y) { + return 1.0 - when_lt(x, y); +} + +float4 frag(v2f i) : COLOR +{ + fixed4 col = fixed4(0,0,0,0); + fixed4 text = tex2D(_MainTex, i.uv_MainTex); + fixed4 mask = tex2D(_MaskTex, i.uv2_MaskTex.xy); + #if SDF_MODE + col += (mask * i.color) * when_ge(text.a, _SDFCutoff); + #else + col = text * mask * i.color; + #endif + clip(col.a - _ShadowCutoff); + //if(col.a < _ShadowCutoff) discard; + SHADOW_CASTER_FRAGMENT(i) + return col; +} \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMshadow.cginc.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMshadow.cginc.meta new file mode 100644 index 00000000..ba11bf79 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/STMshadow.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6076316a1acb2ad46974748204cb60b7 +timeCreated: 1537508770 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface.meta new file mode 100644 index 00000000..b5296ea7 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: af54dda7d00839341b476b041961af96 +folderAsset: yes +timeCreated: 1644116385 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface/STMSurfaceEmission.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface/STMSurfaceEmission.shader new file mode 100644 index 00000000..fb7f6a98 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface/STMSurfaceEmission.shader @@ -0,0 +1,102 @@ +Shader "Super Text Mesh/Surface/Emission" +{ + + //Temporary shader!! + //pixel snap not yet supported + //uses full emission, but can be changed at the end of this code. + + + + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + [Enum(Normal,2,On Top,6)] _ZTestMode ("ZTest Mode", Float) = 2 + } + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + LOD 100 + + Lighting Off + Cull [_CullMode] + ZTest [_ZTestMode] + ZWrite Off + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows alpha:fade addshadow + #pragma shader_feature SDF_MODE + + + sampler2D _MainTex; + sampler2D _MaskTex; + float _SDFCutoff; + float _Blend; + + struct Input + { + float2 uv_MainTex : TEXCOORD0; + float2 uv2_MaskTex : TEXCOORD1; + fixed4 color : COLOR; + float4 vertex : POSITION; + }; + + float4 when_lt(float4 x, float4 y) + { + return max(sign(y - x), 0.0); + } + + float4 when_ge(float4 x, float4 y) + { + return 1.0 - when_lt(x, y); + } + + void surf (Input i, inout SurfaceOutputStandard o) + { + // Albedo comes from a texture tinted by color + fixed4 text = tex2D(_MainTex, i.uv_MainTex); + fixed4 mask = tex2D(_MaskTex, i.uv2_MaskTex.xy); + fixed4 col = fixed4(0,0,0,0); + + #if SDF_MODE + //anything before this point is already cut by (0,0,0,0) + //transparency to text + col.rgb += (mask.rgb * i.color.rgb) * + when_ge(text.a, _SDFCutoff) * + when_lt(text.a, _SDFCutoff + _Blend); + col.a += ((text.a - _SDFCutoff + (_Blend/100)) / _Blend * mask.a * i.color.a) * + //alpha greater or equal than cutoff + when_ge(text.a, _SDFCutoff) * + //alpha less than blend point + when_lt(text.a, _SDFCutoff + _Blend); + //get color from mask & vertex + col += (mask * i.color) * + //greater than blend point + when_ge(text.a, _SDFCutoff + _Blend); + #else + col.rgb = mask.rgb * i.color.rgb; + col.a = text.a * mask.a * i.color.a; + #endif + + o.Emission = col.rgb; + o.Alpha = col.a; + } + ENDCG + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface/STMSurfaceEmission.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface/STMSurfaceEmission.shader.meta new file mode 100644 index 00000000..fc5a34ed --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Surface/STMSurfaceEmission.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 07a2d0908f53bca49a143086df8e9571 +timeCreated: 1644116401 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI.meta new file mode 100644 index 00000000..5b82d99e --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8b5bdc585655f4e4eaacaf5d7a34adab +folderAsset: yes +timeCreated: 1537439727 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Dropshadow.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Dropshadow.shader new file mode 100644 index 00000000..44c8f585 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Dropshadow.shader @@ -0,0 +1,85 @@ +Shader "Super Text Mesh/UI/Dropshadow" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + + _ShadowColor ("Shadow Color", Color) = (0,0,0,1) + _ShadowDistance ("Shadow Distance", Range(0,1)) = 0.05 + [Toggle(VECTOR3_DROPSHADOW)] _Vector3Dropshadow ("Vector3 Dropshadow", Float) = 0 + [Toggle(SQUARE_OUTLINE)] _SquareOutline ("Vector3 Outline", Float) = 0 + [HideIf(VECTOR3_DROPSHADOW)] _ShadowAngle ("Shadow Angle", Range(0,360)) = 135 + [ShowIf(VECTOR3_DROPSHADOW)] _ShadowAngle3 ("Shadow Angle3", Vector) = (1,-1,0) + + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + + _MaskComp ("Mask Comparison", Float) = 8 + _MaskMode ("Mask Mode", Float) = 0 + _MaskOp ("Mask Operation", Float) = 0 + _WriteMask ("Write Mask", Float) = 255 + _ReadMask ("Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + + Stencil + { + Ref [_MaskMode] //Customize this value + Comp [_MaskComp] //Customize the compare function + Pass [_MaskOp] + ReadMask [_ReadMask] + WriteMask [_WriteMask] + } + + LOD 100 + + Lighting Off + Cull [_CullMode] + //special UI zTest Mode + ZTest [unity_GUIZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMdropshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature VECTOR3_DROPSHADOW + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Dropshadow.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Dropshadow.shader.meta new file mode 100644 index 00000000..300bcba0 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Dropshadow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6764d8d98906cb94780ac4ff16477da0 +timeCreated: 1537680178 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI DropshadowAndOutline.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI DropshadowAndOutline.shader new file mode 100644 index 00000000..def62c2b --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI DropshadowAndOutline.shader @@ -0,0 +1,207 @@ +Shader "Super Text Mesh/UI/Dropshadow And Outline" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + + _ShadowColor ("Shadow Color", Color) = (0,0,0,1) + _ShadowDistance ("Shadow Distance", Range(0,1)) = 0.05 + [Toggle(VECTOR3_DROPSHADOW)] _Vector3Dropshadow ("Vector3 Dropshadow", Float) = 0 + [Toggle(SQUARE_OUTLINE)] _SquareOutline ("Vector3 Outline", Float) = 0 + [HideIf(VECTOR3_DROPSHADOW)] _ShadowAngle ("Shadow Angle", Range(0,360)) = 135 + [ShowIf(VECTOR3_DROPSHADOW)] _ShadowAngle3 ("Shadow Angle3", Vector) = (1,-1,0) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Width", Range(0,1)) = 0.05 + + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + + _MaskComp ("Mask Comparison", Float) = 8 + _MaskMode ("Mask Mode", Float) = 0 + _MaskOp ("Mask Operation", Float) = 0 + _WriteMask ("Write Mask", Float) = 255 + _ReadMask ("Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + + Stencil + { + Ref [_MaskMode] //Customize this value + Comp [_MaskComp] //Customize the compare function + Pass [_MaskOp] + ReadMask [_ReadMask] + WriteMask [_WriteMask] + } + + LOD 100 + + Lighting Off + Cull [_CullMode] + //special UI zTest Mode + ZTest [unity_GUIZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMdropshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature VECTOR3_DROPSHADOW + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,1,0); + static float ANGLE = 0; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,1,0); + static float ANGLE = 90; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,0,0); + static float ANGLE = 180; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,-1,0); + static float ANGLE = 270; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,-1,0); + static float ANGLE = 45; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,-1,0); + static float ANGLE = 135; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,0,0); + static float ANGLE = 225; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,1,0); + static float ANGLE = 315; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI DropshadowAndOutline.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI DropshadowAndOutline.shader.meta new file mode 100644 index 00000000..d75492b7 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI DropshadowAndOutline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8382e4ad293fff74794e4bf3ec98c5ef +timeCreated: 1537664036 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Outline.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Outline.shader new file mode 100644 index 00000000..57255ea9 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Outline.shader @@ -0,0 +1,190 @@ +Shader "Super Text Mesh/UI/Outline" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Width", Range(0,1)) = 0.05 + + [Toggle(SQUARE_OUTLINE)] _SquareOutline ("Vector3 Outline", Float) = 0 + + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + + _MaskComp ("Mask Comparison", Float) = 8 + _MaskMode ("Mask Mode", Float) = 0 + _MaskOp ("Mask Operation", Float) = 0 + _WriteMask ("Write Mask", Float) = 255 + _ReadMask ("Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + + Stencil + { + Ref [_MaskMode] //Customize this value + Comp [_MaskComp] //Customize the compare function + Pass [_MaskOp] + ReadMask [_ReadMask] + WriteMask [_WriteMask] + } + + LOD 100 + + Lighting Off + Cull [_CullMode] + //special UI zTest Mode + ZTest [unity_GUIZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,1,0); + static float ANGLE = 0; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,1,0); + static float ANGLE = 90; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,0,0); + static float ANGLE = 180; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,-1,0); + static float ANGLE = 270; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,-1,0); + static float ANGLE = 45; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,-1,0); + static float ANGLE = 135; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,0,0); + static float ANGLE = 225; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,1,0); + static float ANGLE = 315; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Outline.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Outline.shader.meta new file mode 100644 index 00000000..7c47673f --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI Outline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 5a691c68ef8acfb41aa8f389ed1cf87d +timeCreated: 1537680186 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI.shader new file mode 100644 index 00000000..8f73d1c8 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI.shader @@ -0,0 +1,66 @@ +Shader "Super Text Mesh/UI/Default" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + + _MaskComp ("Mask Comparison", Float) = 8 + _MaskMode ("Mask Mode", Float) = 0 + _MaskOp ("Mask Operation", Float) = 0 + _WriteMask ("Write Mask", Float) = 255 + _ReadMask ("Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + + Stencil + { + Ref [_MaskMode] //Customize this value + Comp [_MaskComp] //Customize the compare function + Pass [_MaskOp] + ReadMask [_ReadMask] + WriteMask [_WriteMask] + } + + LOD 100 + + Lighting Off + Cull [_CullMode] + //special UI zTest Mode + ZTest [unity_GUIZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI.shader.meta new file mode 100644 index 00000000..ad081ec1 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/UI/STM UI.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c61f339ade7b3e849938050354b1c448 +timeCreated: 1537514068 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit.meta new file mode 100644 index 00000000..9080496e --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1c5e34a278957d248adbc67bd0a8a57c +folderAsset: yes +timeCreated: 1537439722 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Dropshadow.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Dropshadow.shader new file mode 100644 index 00000000..112bef4f --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Dropshadow.shader @@ -0,0 +1,77 @@ +Shader "Super Text Mesh/Unlit/Dropshadow" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + + _ShadowColor ("Shadow Color", Color) = (0,0,0,1) + _ShadowDistance ("Shadow Distance", Range(0,1)) = 0.05 + [Toggle(VECTOR3_DROPSHADOW)] _Vector3Dropshadow ("Vector3 Dropshadow", Float) = 0 + [Toggle(SQUARE_OUTLINE)] _SquareOutline ("Vector3 Outline", Float) = 0 + [HideIf(VECTOR3_DROPSHADOW)] _ShadowAngle ("Shadow Angle", Range(0,360)) = 135 + [ShowIf(VECTOR3_DROPSHADOW)] _ShadowAngle3 ("Shadow Angle3", Vector) = (1,-1,0) + + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + [Enum(Normal,2,On Top,6)] _ZTestMode ("ZTest Mode", Float) = 2 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + LOD 100 + + Lighting Off + Cull [_CullMode] + ZTest [_ZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "../STMdropshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature VECTOR3_DROPSHADOW + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + ZWrite On + Pass + { + Tags {"LightMode"="ShadowCaster"} + + CGPROGRAM + #include "UnityCG.cginc" + #include "../STMshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Dropshadow.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Dropshadow.shader.meta new file mode 100644 index 00000000..433a5b53 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Dropshadow.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 25d4bf482492fd54fa6a058d616df5ac +timeCreated: 1537663848 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit DropshadowAndOutline.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit DropshadowAndOutline.shader new file mode 100644 index 00000000..e891d46b --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit DropshadowAndOutline.shader @@ -0,0 +1,193 @@ +Shader "Super Text Mesh/Unlit/Dropshadow And Outline Moonstone" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + + _ShadowColor ("Shadow Color", Color) = (0,0,0,1) + _ShadowDistance ("Shadow Distance", Range(0,1)) = 0.05 + [Toggle(VECTOR3_DROPSHADOW)] _Vector3Dropshadow ("Vector3 Dropshadow", Float) = 0 + [Toggle(SQUARE_OUTLINE)] _SquareOutline ("Vector3 Outline", Float) = 0 + [HideIf(VECTOR3_DROPSHADOW)] _ShadowAngle ("Shadow Angle", Range(0,360)) = 135 + [ShowIf(VECTOR3_DROPSHADOW)] _ShadowAngle3 ("Shadow Angle3", Vector) = (1,-1,0) + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Width", Range(0,1)) = 0.05 + + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + [Enum(Normal,2,On Top,6)] _ZTestMode ("ZTest Mode", Float) = 2 + + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + LOD 100 + + Lighting Off + Cull [_CullMode] + ZTest [_ZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "../STMdropshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature VECTOR3_DROPSHADOW + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,1,0); + static float ANGLE = 0; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,1,0); + static float ANGLE = 90; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,0,0); + static float ANGLE = 180; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,-1,0); + static float ANGLE = 270; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,-1,0); + static float ANGLE = 45; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,-1,0); + static float ANGLE = 135; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,0,0); + static float ANGLE = 225; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,1,0); + static float ANGLE = 315; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + + ZWrite On + Pass + { + Tags {"LightMode"="ShadowCaster"} + + CGPROGRAM + #include "UnityCG.cginc" + #include "../STMshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit DropshadowAndOutline.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit DropshadowAndOutline.shader.meta new file mode 100644 index 00000000..0c9d414c --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit DropshadowAndOutline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6f8cc477c3794e54090832aadb928ad0 +timeCreated: 1537521110 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Outline.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Outline.shader new file mode 100644 index 00000000..1443656a --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Outline.shader @@ -0,0 +1,175 @@ +Shader "Super Text Mesh/Unlit/Outline" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Width", Range(0,1)) = 0.05 + + [Toggle(SQUARE_OUTLINE)] _SquareOutline ("Vector3 Outline", Float) = 0 + + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + [Enum(Normal,2,On Top,6)] _ZTestMode ("ZTest Mode", Float) = 2 + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + LOD 100 + + Lighting Off + Cull [_CullMode] + ZTest [_ZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,1,0); + static float ANGLE = 0; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,1,0); + static float ANGLE = 90; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,0,0); + static float ANGLE = 180; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(1,-1,0); + static float ANGLE = 270; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(0,-1,0); + static float ANGLE = 45; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,-1,0); + static float ANGLE = 135; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,0,0); + static float ANGLE = 225; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + static float3 ANGLE3 = float3(-1,1,0); + static float ANGLE = 315; + #include "UnityCG.cginc" + #include "../STMoutline.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature SQUARE_OUTLINE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + ZWrite On + Pass + { + Tags {"LightMode"="ShadowCaster"} + + CGPROGRAM + #include "UnityCG.cginc" + #include "../STMshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Outline.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Outline.shader.meta new file mode 100644 index 00000000..aa547f2a --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit Outline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c710ea477674571458eba807049c7a95 +timeCreated: 1537663920 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit.shader b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit.shader new file mode 100644 index 00000000..93382c4b --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit.shader @@ -0,0 +1,58 @@ +Shader "Super Text Mesh/Unlit/Default" { + Properties + { + _MainTex ("Font Texture", 2D) = "white" {} + _MaskTex ("Mask Texture", 2D) = "white" {} + [Toggle(SDF_MODE)] _SDFMode ("Toggle SDF Mode", Float) = 0 + [ShowIf(SDF_MODE)] _SDFCutoff ("SDF Cutoff", Range(0,1)) = 0.5 + [ShowIf(SDF_MODE)] _Blend ("Blend Width", Range(0.0001,1)) = 0.05 + [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 + _ShadowCutoff ("Shadow Cutoff", Range(0,1)) = 0.5 + _Cutoff ("Cutoff", Range(0,1)) = 0.0001 //text cutoff + [Enum(UnityEngine.Rendering.CullMode)] _CullMode ("Cull Mode", Float) = 0 + [Enum(Normal,2,On Top,6)] _ZTestMode ("ZTest Mode", Float) = 2 + //[Enum(Off,0,On,1)] _ZWrite("ZWrite", Float) = 0 //"On" + } + SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "STMUberShader"="Yes" + } + LOD 100 + + Lighting Off + Cull [_CullMode] + ZTest [_ZTestMode] + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM + #include "UnityCG.cginc" + #include "../STM.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + #pragma shader_feature PIXELSNAP_ON + ENDCG + } + Zwrite On + Pass + { + Tags {"LightMode"="ShadowCaster"} + + CGPROGRAM + #include "UnityCG.cginc" + #include "../STMshadow.cginc" + #pragma vertex vert + #pragma fragment frag + #pragma shader_feature SDF_MODE + ENDCG + } + } + FallBack "GUI/Text Shader" +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit.shader.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit.shader.meta new file mode 100644 index 00000000..7953ad7d --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Shaders/Unlit/STM Unlit.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 87b06f17befed624eacaeb30be19c8fe +timeCreated: 1537508803 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility.meta new file mode 100644 index 00000000..c86e8df6 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 730c96863937e4fadb15a76ecb09323f +folderAsset: yes +timeCreated: 1465699544 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMChangeSortingOrder.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMChangeSortingOrder.cs new file mode 100644 index 00000000..dcfb123e --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMChangeSortingOrder.cs @@ -0,0 +1,48 @@ +//Copyright (c) 2017 Kai Clavier [kaiclavier.com] Do Not Distribute + +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +using System.Linq; + +#if UNITY_EDITOR +using UnityEditor; +[CustomEditor(typeof(STMChangeSortingOrder))] +[CanEditMultipleObjects] //sure why not +public class STMChangeSortingOrderEditor : Editor{ + override public void OnInspectorGUI(){ + serializedObject.Update(); //for onvalidate stuff! + var c = target as STMChangeSortingOrder; + + SerializedProperty sortingOrder = serializedObject.FindProperty("sortingOrder"); + SerializedProperty sortingLayer = serializedObject.FindProperty("sortingLayer"); + + EditorGUILayout.PropertyField(sortingOrder); + EditorGUILayout.PropertyField(sortingLayer); + + serializedObject.ApplyModifiedProperties(); + + c.Refresh(); + } +} +#endif + +public class STMChangeSortingOrder : MonoBehaviour { + public int sortingOrder = 0; + public string sortingLayer = "Default"; + + void OnEnable(){ + Refresh(); + } + void OnValidate(){ + Refresh(); + } + public void Refresh(){ + Renderer r = GetComponent(); + if(r != null){ + r.sortingOrder = sortingOrder; + r.sortingLayerName = sortingLayer; + } + } +} diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMChangeSortingOrder.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMChangeSortingOrder.cs.meta new file mode 100644 index 00000000..8c1085b1 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMChangeSortingOrder.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7f3ec483f32772948a261212ed99562c +timeCreated: 1506652630 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMCurveGenerator.cs b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMCurveGenerator.cs new file mode 100644 index 00000000..2b249465 --- /dev/null +++ b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMCurveGenerator.cs @@ -0,0 +1,43 @@ +#if UNITY_EDITOR +using UnityEngine; +using System.Collections; +/* +Give a bunch of useful waves, to be copied to presets! +*/ +[ExecuteInEditMode] +public class STMCurveGenerator : MonoBehaviour { + public bool redraw = false; + [Tooltip("A sine wave.")] + public AnimationCurve sine; + [Tooltip("A cos wave.")] + public AnimationCurve cos; + + public AnimationCurve linear; + public AnimationCurve inverseLinear; + void Start () { + DrawCurves(); + } + void OnValidate(){ + if(redraw){ + redraw = false; + DrawCurves(); + } + } + void DrawCurves(){ + cos = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), new Keyframe(1f, 0f)); + cos.preWrapMode = WrapMode.Loop; + cos.postWrapMode = WrapMode.Loop; //generate a cos curve + + sine = new AnimationCurve(new Keyframe(0f, 0.5f, Mathf.PI, Mathf.PI), + new Keyframe(0.25f, 1f), + new Keyframe(0.75f, 0f), + new Keyframe(1f, 0.5f, Mathf.PI, Mathf.PI)); + sine.preWrapMode = WrapMode.Loop; + sine.postWrapMode = WrapMode.Loop; //generate a sine curve + + linear = new AnimationCurve(new Keyframe(0f,0f,1f,1f), new Keyframe(1f,1f,1f,1f)); //genereate linear curve + + inverseLinear = new AnimationCurve(new Keyframe(0f,1f,-1f,-1f), new Keyframe(1f,0f,-1f,-1f)); //generate inverse linear curve + } +} +#endif \ No newline at end of file diff --git a/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMCurveGenerator.cs.meta b/ToyoWorld/Assets/Clavian/SuperTextMesh/Utility/STMCurveGenerator.cs.meta new file mode 100644 index 00000000..57d436e6 --- /dev/null +++ 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Legend has it that a legendary Toyo once lived here! I came here + to see if I could find it... + - But people say it's been hundreds of years since it was last here, but it's definitely + out there somewhere! + - Some say it waits for the arrival of a powerful trainer to make it's return! +--- !u!136 &622135213 +CapsuleCollider: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 622135208} + m_Material: {fileID: 0} + m_IsTrigger: 0 + m_Enabled: 1 + m_Radius: 0.5 + m_Height: 1.6912327 + m_Direction: 1 + m_Center: {x: 0, y: 0.8514128, z: 0} +--- !u!1001 &622695220 PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: - m_TransformParent: {fileID: 487861024} + m_TransformParent: {fileID: 720529977} m_Modifications: - - target: {fileID: 929499299132377465, guid: 00aa0b63245d8e149af750316338f128, type: 3} + - target: {fileID: 129086, guid: df50c3df47e4d0142beda53605fbd84e, type: 3} + propertyPath: m_Name + value: 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Tihs is + our first demo release and we are excited to see how the community will enjoy + ToyoWorld! + + + We wanted to talk here about our ongoing + funded campaign, if you''d like to be an early supporter of ToyoWorld, you + can! + + + You can mint an early VIP pass on funded and support ToyoWorld. + We will be regularly airdropping goodies to holders as well as releasing special + content for them! If you want to get involved with this, visit our + twitter! @ToyoWorldGame.' + drawText: "First of all, we would like to thank you for playing ToyoWorld! Tihs + is our first demo release and we are excited to see how the community will enjoy + ToyoWorld!\n\nWe wanted to talk here about our ongoing funded campaign, if you'd + like to be an early supporter of ToyoWorld, you can!\n\nYou can mint an early + VIP pass on funded and support ToyoWorld. We will be regularly airdropping goodies + to holders as well as releasing special content for them! If you want to get + involved with this, visit our twitter! @ToyoWorldGame.\u200B" + hyphenedText: "First of all, we would like to thank you for\nplaying ToyoWorld! + Tihs is our first demo\nrelease and we are excited to see how the\ncommunity + will enjoy ToyoWorld!\n\nWe wanted to talk here about our ongoing\nfunded campaign, + if you'd like to be an early\nsupporter of ToyoWorld, you can!\n\nYou can mint + an early VIP pass on funded and\nsupport ToyoWorld. We will be regularly\nairdropping + goodies to holders as well as\nreleasing special content for them! 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Oh me? I'm just fine... Absolutely NOTHING to complain + about... + - That darn airship just came through and pushed their deliveries onto + me and tole me to DEAL WITH THEM. + - I don't even WORK FOR THEM!Now get outta here... 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You black out..."); + + foreach(var member in GameController.instance.gcParty.ToyoPartyList) + { + member.Init(); + } + GameController.instance.EndBattle(); + } } else diff --git a/ToyoWorld/Assets/Scripts/GameController.cs b/ToyoWorld/Assets/Scripts/GameController.cs index 3b22b8ed..d7fea11f 100644 --- a/ToyoWorld/Assets/Scripts/GameController.cs +++ b/ToyoWorld/Assets/Scripts/GameController.cs @@ -13,6 +13,9 @@ public class GameController : MonoBehaviour public SceneDataSaver sceneDataSaver; public SceneDataLoader sceneDataLoader; public Transform spawnPoint; + public int toyosDefeated = 0; + public bool lostBattle; + public bool setName = false; private void Awake() { @@ -36,11 +39,14 @@ private void Awake() public ToyoParty currentToyoParty; public ToyoParty storedToyoParty; [SerializeField] Toyo wildToyo; + [SerializeField] ToyoParty rewardToyo; public ToyoParty gcParty; bool partyInitialized; bool mouseLocked = true; + public string Username; + [SerializeField] public MapArea mapArea; private PlayerMovement playerMovement; @@ -56,6 +62,11 @@ void Start() // Update is called once per frame void Update() { + if (lostBattle) + { + + } + if (state == GameState.FreeRoam) { if (player == null) @@ -157,4 +168,12 @@ public void SetPlayer() { player = FindAnyObjectByType().gameObject; } + + public void AddToyoReward() + { + foreach(var toyo in rewardToyo.ToyoPartyList) + { + gcParty.ToyoPartyList.Add(toyo); + } + } } diff --git a/ToyoWorld/Assets/Scripts/InteractableItem.cs b/ToyoWorld/Assets/Scripts/InteractableItem.cs index f596c4b3..eb1d4ae7 100644 --- a/ToyoWorld/Assets/Scripts/InteractableItem.cs +++ b/ToyoWorld/Assets/Scripts/InteractableItem.cs @@ -8,6 +8,7 @@ public class InteractableItem : MonoBehaviour [SerializeField] private string interactText; public NPC npcTalker; private HealToyos healer; + [SerializeField] public NPCLines npcLines; public bool isNPC; public bool isInteractable; @@ -15,14 +16,8 @@ public class InteractableItem : MonoBehaviour // Start is called before the first frame update void Start() { - if (isNPC) - { - npcTalker = GetComponent(); - } - if(isInteractable) - { + npcLines = GetComponent(); - } if (isHealer) { healer = GetComponent(); @@ -37,16 +32,9 @@ void Update() public void Interact() { - if (isInteractable) + if (isNPC) { - - } - if(isNPC) - { - if (npcTalker != null) - { - npcTalker.Talk(); - } + npcLines.SetLines(); } if(isHealer) { diff --git a/ToyoWorld/Assets/Scripts/PhotoCapture.cs b/ToyoWorld/Assets/Scripts/PhotoCapture.cs new file mode 100644 index 00000000..cf6c113c --- /dev/null +++ b/ToyoWorld/Assets/Scripts/PhotoCapture.cs @@ -0,0 +1,67 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class PhotoCapture : MonoBehaviour +{ + [Header("Photo Taker")] + [SerializeField] private Image photoDisplayArea; + [SerializeField] private GameObject photoFrame; + + private Texture2D capture; + private bool viewingPhoto; + + // Start is called before the first frame update + void Start() + { + capture = new Texture2D(Screen.width, Screen.height, TextureFormat.RGB24, false); + } + + // Update is called once per frame + void Update() + { + + if (Input.GetKeyDown(KeyCode.P)) + { + if (!viewingPhoto) + { + StartCoroutine(CapturePhoto()); + } + else + { + RemovePhoto(); + } + } + } + + IEnumerator CapturePhoto() + { + viewingPhoto = true; + + yield return new WaitForEndOfFrame(); + + Rect regionToRead = new Rect(0,0, Screen.width, Screen.height); + + capture.ReadPixels(regionToRead, 0, 0, false); + capture.Apply(); + ShowPhoto(); + } + + void ShowPhoto() + { + Sprite photoSprite = Sprite.Create(capture, new Rect(0.0f, 0.0f, capture.width, capture.height), new Vector2(0.5f, 0.5f), 100.0f); + photoDisplayArea.sprite = photoSprite; + + photoFrame.SetActive(true); + + } + + void RemovePhoto() + { + viewingPhoto = false; + photoFrame.SetActive(false); + //cameraui true + } + +} diff --git a/ToyoWorld/Assets/Scripts/PhotoCapture.cs.meta b/ToyoWorld/Assets/Scripts/PhotoCapture.cs.meta new file mode 100644 index 00000000..6ca789d8 --- /dev/null +++ b/ToyoWorld/Assets/Scripts/PhotoCapture.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e318e6db33e58104b8f0f468dd854909 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/Scripts/RewardToyo.cs b/ToyoWorld/Assets/Scripts/RewardToyo.cs new file mode 100644 index 00000000..c7f54c26 --- /dev/null +++ b/ToyoWorld/Assets/Scripts/RewardToyo.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class RewardToyo : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/ToyoWorld/Assets/Scripts/RewardToyo.cs.meta b/ToyoWorld/Assets/Scripts/RewardToyo.cs.meta new file mode 100644 index 00000000..894a8e07 --- /dev/null +++ b/ToyoWorld/Assets/Scripts/RewardToyo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34081ba3fb71e6b40bc44536b6a72f5e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/SetToyosDefeated.cs b/ToyoWorld/Assets/SetToyosDefeated.cs new file mode 100644 index 00000000..6e95eca4 --- /dev/null +++ b/ToyoWorld/Assets/SetToyosDefeated.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; + +public class SetToyosDefeated : MonoBehaviour +{ + [SerializeField] TextMeshProUGUI defeated; + // Start is called before the first frame update + void Start() + { + defeated.text = $"{GameController.instance.toyosDefeated}"; + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/ToyoWorld/Assets/SetToyosDefeated.cs.meta b/ToyoWorld/Assets/SetToyosDefeated.cs.meta new file mode 100644 index 00000000..a2b6cb3d --- /dev/null +++ b/ToyoWorld/Assets/SetToyosDefeated.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e831cb12bc2a7324697b2fcda39d83f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/SetUsername.cs b/ToyoWorld/Assets/SetUsername.cs new file mode 100644 index 00000000..597e51da --- /dev/null +++ b/ToyoWorld/Assets/SetUsername.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class SetUsername : MonoBehaviour +{ + public TextMeshProUGUI usernameInput; + public TextMeshProUGUI usernameGUI; + + // Start is called before the first frame update + void Start() + { + usernameGUI.text = GameController.instance.Username; + gameObject.SetActive(!GameController.instance.setName); + + } + + // Update is called once per frame + void Update() + { + + } + + public void SetName() + { + GameController.instance.Username = usernameInput.text.ToString(); + usernameGUI.text = GameController.instance.Username; + GameController.instance.setName = true; + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } +} diff --git a/ToyoWorld/Assets/SetUsername.cs.meta b/ToyoWorld/Assets/SetUsername.cs.meta new file mode 100644 index 00000000..40502eb1 --- /dev/null +++ b/ToyoWorld/Assets/SetUsername.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e1849bc0b1cd02643a2badd2dd6f31f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/ToyoWorld/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index e907cc73..22d431f3 100644 --- a/ToyoWorld/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +++ b/ToyoWorld/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset @@ -2,14 +2,15 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2180264 Material: - serializedVersion: 6 + serializedVersion: 8 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: LiberationSans SDF Material m_Shader: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3} - m_ShaderKeywords: + m_ValidKeywords: [] + m_InvalidKeywords: [] m_LightmapFlags: 1 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -67,6 +68,7 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + m_Ints: [] m_Floats: - _Ambient: 0.5 - _Bevel: 0.5 @@ -107,9 +109,9 @@ Material: - _Parallax: 0.02 - _PerspectiveFilter: 0.875 - _Reflectivity: 10 - - _ScaleRatioA: 0.90909094 + - _ScaleRatioA: 0.9 - _ScaleRatioB: 0.73125 - - _ScaleRatioC: 0.7386364 + - _ScaleRatioC: 0.73125 - _ScaleX: 1 - _ScaleY: 1 - _ShaderFlags: 0 @@ -148,6 +150,7 @@ Material: - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} + m_BuildTextureStacks: [] --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -165,15 +168,16 @@ MonoBehaviour: materialHashCode: 462855346 m_Version: 1.1.0 m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75 - m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, - type: 3} + m_SourceFontFile_EditorRef: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_SourceFontFile: {fileID: 12800000, guid: e3265ab4bf004d28a9537516768c1c75, type: 3} m_AtlasPopulationMode: 1 m_FaceInfo: + m_FaceIndex: 0 m_FamilyName: Liberation Sans m_StyleName: Regular m_PointSize: 86 m_Scale: 1 + m_UnitsPerEM: 0 m_LineHeight: 98.8916 m_AscentLine: 77.853516 m_CapLine: 59 @@ -313,15 +317,20 @@ Texture2D: Hash: 00000000000000000000000000000000 m_ForcedFallbackFormat: 4 m_DownscaleFallback: 0 + m_IsAlphaChannelOptional: 0 serializedVersion: 2 m_Width: 0 m_Height: 0 m_CompleteImageSize: 0 + m_MipsStripped: 0 m_TextureFormat: 1 m_MipCount: 1 m_IsReadable: 1 + m_IsPreProcessed: 0 + m_IgnoreMasterTextureLimit: 0 m_StreamingMipmaps: 0 m_StreamingMipmapsPriority: 0 + m_VTOnly: 0 m_AlphaIsTransparency: 0 m_ImageCount: 1 m_TextureDimension: 2 @@ -335,9 +344,11 @@ Texture2D: m_WrapW: 0 m_LightmapFormat: 0 m_ColorSpace: 0 + m_PlatformBlob: image data: 0 _typelessdata: m_StreamData: + serializedVersion: 2 offset: 0 size: 0 path: diff --git a/ToyoWorld/Assets/TitleUnlockManager.cs b/ToyoWorld/Assets/TitleUnlockManager.cs new file mode 100644 index 00000000..4a5c58a2 --- /dev/null +++ b/ToyoWorld/Assets/TitleUnlockManager.cs @@ -0,0 +1,96 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class TitleUnlockManager : MonoBehaviour +{ + [SerializeField] GameObject title1; + [SerializeField] GameObject title2; + [SerializeField] GameObject title3; + [SerializeField] GameObject title4; + [SerializeField] GameObject mysteryUnlock; + + [SerializeField] GameObject name1; + [SerializeField] GameObject name2; + [SerializeField] GameObject name3; + [SerializeField] GameObject name4; + [SerializeField] GameObject newbie; + + // Start is called before the first frame update + void Start() + { + CheckButtons(); + } + + // Update is called once per frame + void Update() + { + + } + + public void CheckButtons() + { + if(GameController.instance.toyosDefeated > 10) + { + title1.SetActive(true); + } + if (GameController.instance.toyosDefeated > 20) + { + title2.SetActive(true); + } + if (GameController.instance.toyosDefeated > 30) + { + title3.SetActive(true); + } + if (GameController.instance.toyosDefeated >= 50) + { + title4.SetActive(true); + mysteryUnlock.SetActive(true); + } + } + + public void EquipTitleNewbie() + { + newbie.SetActive(true); + name1.SetActive(false); + name2.SetActive(false); + name3.SetActive(false); + name4.SetActive(false); + } + + public void EquipTitleOne() + { + name1.SetActive(true); + name2.SetActive(false); + name3.SetActive(false); + name4.SetActive(false); + newbie.SetActive(false); + } + + public void EquipTitleTwo() + { + name1.SetActive(false); + name2.SetActive(true); + name3.SetActive(false); + name4.SetActive(false); + newbie.SetActive(false); + } + + public void EquipTitleThree() + { + name1.SetActive(false); + name2.SetActive(false); + name3.SetActive(true); + name4.SetActive(false); + newbie.SetActive(false); + } + + public void EquipTitleFour() + { + name1.SetActive(false); + name2.SetActive(false); + name3.SetActive(false); + name4.SetActive(true); + newbie.SetActive(false); + } +} diff --git a/ToyoWorld/Assets/TitleUnlockManager.cs.meta b/ToyoWorld/Assets/TitleUnlockManager.cs.meta new file mode 100644 index 00000000..09887818 --- /dev/null +++ b/ToyoWorld/Assets/TitleUnlockManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6fac98e631a7f9740b82e0899418b3a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png b/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png index a2fb15c3..183a684c 100644 Binary files a/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png and b/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png differ diff --git a/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png.meta b/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png.meta index 21988397..ae9ef0cc 100644 --- a/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png.meta +++ b/ToyoWorld/Assets/WebGLTemplates/BoomTemplate/logo.png.meta @@ -1,7 +1,135 @@ fileFormatVersion: 2 -guid: f830e170412fc8a46a0bc72ecad57f1a -DefaultImporter: +guid: af79c2a93a77b3949aa26b84a203c17a +TextureImporter: + internalIDToNameTable: [] externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMasterTextureLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 1 + wrapV: 1 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + cookieLightType: 0 + platformSettings: + - serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Server + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: WebGL + maxTextureSize: 1024 + resizeAlgorithm: 0 + textureFormat: 12 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 1 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 userData: assetBundleName: assetBundleVariant: diff --git a/ToyoWorld/ProjectSettings/ProjectSettings.asset b/ToyoWorld/ProjectSettings/ProjectSettings.asset index a71e988c..9b0935ae 100644 --- a/ToyoWorld/ProjectSettings/ProjectSettings.asset +++ b/ToyoWorld/ProjectSettings/ProjectSettings.asset @@ -12,8 +12,8 @@ PlayerSettings: targetDevice: 2 useOnDemandResources: 0 accelerometerFrequency: 60 - companyName: DefaultCompany - productName: BoomUnityTemplate + companyName: ToyoWorld + productName: ToyoWorld defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} m_SplashScreenBackgroundColor: {r: 1, g: 1, b: 1, a: 1} @@ -138,7 +138,7 @@ PlayerSettings: 16:10: 1 16:9: 1 Others: 1 - bundleVersion: 0.1 + bundleVersion: 0.3 preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 @@ -798,7 +798,7 @@ PlayerSettings: blurSplashScreenBackground: 1 spritePackerPolicy: webGLMemorySize: 16 - webGLExceptionSupport: 1 + webGLExceptionSupport: 2 webGLNameFilesAsHashes: 0 webGLDataCaching: 1 webGLDebugSymbols: 0 diff --git a/ToyoWorld/ProjectSettings/TagManager.asset b/ToyoWorld/ProjectSettings/TagManager.asset index 588a62ec..6ccb3927 100644 --- a/ToyoWorld/ProjectSettings/TagManager.asset +++ b/ToyoWorld/ProjectSettings/TagManager.asset @@ -3,7 +3,8 @@ --- !u!78 &1 TagManager: serializedVersion: 2 - tags: [] + tags: + - Item layers: - Default - TransparentFX @@ -38,6 +39,9 @@ TagManager: - - m_SortingLayers: + - name: Front + uniqueID: 1829337293 + locked: 0 - name: Default uniqueID: 0 locked: 0