Commit 0f3088bc authored by gaorui's avatar gaorui
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Initial commit

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using UnityEngine;
using System.Collections;
using TMPro;
public class EnvMapAnimator : MonoBehaviour {
//private Vector3 TranslationSpeeds;
public Vector3 RotationSpeeds;
private TMP_Text m_textMeshPro;
private Material m_material;
void Awake()
{
//Debug.Log("Awake() on Script called.");
m_textMeshPro = GetComponent<TMP_Text>();
m_material = m_textMeshPro.fontSharedMaterial;
}
// Use this for initialization
IEnumerator Start ()
{
Matrix4x4 matrix = new Matrix4x4();
while (true)
{
//matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
m_material.SetMatrix("_EnvMatrix", matrix);
yield return null;
}
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class ObjectSpin : MonoBehaviour
{
#pragma warning disable 0414
public float SpinSpeed = 5;
public int RotationRange = 15;
private Transform m_transform;
private float m_time;
private Vector3 m_prevPOS;
private Vector3 m_initial_Rotation;
private Vector3 m_initial_Position;
private Color32 m_lightColor;
private int frames = 0;
public enum MotionType { Rotation, BackAndForth, Translation };
public MotionType Motion;
void Awake()
{
m_transform = transform;
m_initial_Rotation = m_transform.rotation.eulerAngles;
m_initial_Position = m_transform.position;
Light light = GetComponent<Light>();
m_lightColor = light != null ? light.color : Color.black;
}
// Update is called once per frame
void Update()
{
if (Motion == MotionType.Rotation)
{
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
}
else if (Motion == MotionType.BackAndForth)
{
m_time += SpinSpeed * Time.deltaTime;
m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
}
else
{
m_time += SpinSpeed * Time.deltaTime;
float x = 15 * Mathf.Cos(m_time * .95f);
float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f);
float z = 0f; // *Mathf.Sin(m_time * .9f);
m_transform.position = m_initial_Position + new Vector3(x, z, y);
// Drawing light patterns because they can be cool looking.
//if (frames > 2)
// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
m_prevPOS = m_transform.position;
frames += 1;
}
}
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class ShaderPropAnimator : MonoBehaviour
{
private Renderer m_Renderer;
private Material m_Material;
public AnimationCurve GlowCurve;
public float m_frame;
void Awake()
{
// Cache a reference to object's renderer
m_Renderer = GetComponent<Renderer>();
// Cache a reference to object's material and create an instance by doing so.
m_Material = m_Renderer.material;
}
void Start()
{
StartCoroutine(AnimateProperties());
}
IEnumerator AnimateProperties()
{
//float lightAngle;
float glowPower;
m_frame = Random.Range(0f, 1f);
while (true)
{
//lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
//m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
glowPower = GlowCurve.Evaluate(m_frame);
m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
yield return new WaitForEndOfFrame();
}
}
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class SimpleScript : MonoBehaviour
{
private TextMeshPro m_textMeshPro;
//private TMP_FontAsset m_FontAsset;
private const string label = "The <#0050FF>count is: </color>{0:2}";
private float m_frame;
void Start()
{
// Add new TextMesh Pro Component
m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
m_textMeshPro.autoSizeTextContainer = true;
// Load the Font Asset to be used.
//m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
//m_textMeshPro.font = m_FontAsset;
// Assign Material to TextMesh Pro Component
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
//m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
// Set various font settings.
m_textMeshPro.fontSize = 48;
m_textMeshPro.alignment = TextAlignmentOptions.Center;
//m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
//m_textMeshPro.enableAutoSizing = true;
//m_textMeshPro.characterSpacing = 0.2f;
//m_textMeshPro.wordSpacing = 0.1f;
//m_textMeshPro.enableCulling = true;
m_textMeshPro.enableWordWrapping = false;
//textMeshPro.fontColor = new Color32(255, 255, 255, 255);
}
void Update()
{
m_textMeshPro.SetText(label, m_frame % 1000);
m_frame += 1 * Time.deltaTime;
}
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class SkewTextExample : MonoBehaviour
{
private TMP_Text m_TextComponent;
public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f));
//public float AngleMultiplier = 1.0f;
//public float SpeedMultiplier = 1.0f;
public float CurveScale = 1.0f;
public float ShearAmount = 1.0f;
void Awake()
{
m_TextComponent = gameObject.GetComponent<TMP_Text>();
}
void Start()
{
StartCoroutine(WarpText());
}
private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
{
AnimationCurve newCurve = new AnimationCurve();
newCurve.keys = curve.keys;
return newCurve;
}
/// <summary>
/// Method to curve text along a Unity animation curve.
/// </summary>
/// <param name="textComponent"></param>
/// <returns></returns>
IEnumerator WarpText()
{
VertexCurve.preWrapMode = WrapMode.Clamp;
VertexCurve.postWrapMode = WrapMode.Clamp;
//Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
Vector3[] vertices;
Matrix4x4 matrix;
m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
CurveScale *= 10;
float old_CurveScale = CurveScale;
float old_ShearValue = ShearAmount;
AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
while (true)
{
if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount)
{
yield return null;
continue;
}
old_CurveScale = CurveScale;
old_curve = CopyAnimationCurve(VertexCurve);
old_ShearValue = ShearAmount;
m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
TMP_TextInfo textInfo = m_TextComponent.textInfo;
int characterCount = textInfo.characterCount;
if (characterCount == 0) continue;
//vertices = textInfo.meshInfo[0].vertices;
//int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x;
float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x;
for (int i = 0; i < characterCount; i++)
{
if (!textInfo.characterInfo[i].isVisible)
continue;
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
// Get the index of the mesh used by this character.
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
vertices = textInfo.meshInfo[materialIndex].vertices;
// Compute the baseline mid point for each character
Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
//float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);
// Apply offset to adjust our pivot point.
vertices[vertexIndex + 0] += -offsetToMidBaseline;
vertices[vertexIndex + 1] += -offsetToMidBaseline;
vertices[vertexIndex + 2] += -offsetToMidBaseline;
vertices[vertexIndex + 3] += -offsetToMidBaseline;
// Apply the Shearing FX
float shear_value = ShearAmount * 0.01f;
Vector3 topShear = new Vector3(shear_value * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0, 0);
Vector3 bottomShear = new Vector3(shear_value * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0, 0);
vertices[vertexIndex + 0] += -bottomShear;
vertices[vertexIndex + 1] += topShear;
vertices[vertexIndex + 2] += topShear;
vertices[vertexIndex + 3] += -bottomShear;
// Compute the angle of rotation for each character based on the animation curve
float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
float x1 = x0 + 0.0001f;
float y0 = VertexCurve.Evaluate(x0) * CurveScale;
float y1 = VertexCurve.Evaluate(x1) * CurveScale;
Vector3 horizontal = new Vector3(1, 0, 0);
//Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);
float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
Vector3 cross = Vector3.Cross(horizontal, tangent);
float angle = cross.z > 0 ? dot : 360 - dot;
matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);
vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
vertices[vertexIndex + 0] += offsetToMidBaseline;
vertices[vertexIndex + 1] += offsetToMidBaseline;
vertices[vertexIndex + 2] += offsetToMidBaseline;
vertices[vertexIndex + 3] += offsetToMidBaseline;
}
// Upload the mesh with the revised information
m_TextComponent.UpdateVertexData();
yield return null; // new WaitForSeconds(0.025f);
}
}
}
}
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using UnityEngine;
using System;
namespace TMPro
{
/// <summary>
/// EXample of a Custom Character Input Validator to only allow digits from 0 to 9.
/// </summary>
[Serializable]
//[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)]
public class TMP_DigitValidator : TMP_InputValidator
{
// Custom text input validation function
public override char Validate(ref string text, ref int pos, char ch)
{
if (ch >= '0' && ch <= '9')
{
text += ch;
pos += 1;
return ch;
}
return (char)0;
}
}
}
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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using TMPro;
namespace TMPro.Examples
{
public class TMP_ExampleScript_01 : MonoBehaviour
{
public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 };
public objectType ObjectType;
public bool isStatic;
private TMP_Text m_text;
//private TMP_InputField m_inputfield;
private const string k_label = "The count is <#0080ff>{0}</color>";
private int count;
void Awake()
{
// Get a reference to the TMP text component if one already exists otherwise add one.
// This example show the convenience of having both TMP components derive from TMP_Text.
if (ObjectType == 0)
m_text = GetComponent<TextMeshPro>() ?? gameObject.AddComponent<TextMeshPro>();
else
m_text = GetComponent<TextMeshProUGUI>() ?? gameObject.AddComponent<TextMeshProUGUI>();
// Load a new font asset and assign it to the text object.
m_text.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/Anton SDF");
// Load a new material preset which was created with the context menu duplicate.
m_text.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/Anton SDF - Drop Shadow");
// Set the size of the font.
m_text.fontSize = 120;
// Set the text
m_text.text = "A <#0080ff>simple</color> line of text.";
// Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container.
Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
// Set the size of the RectTransform based on the new calculated values.
m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y);
}
void Update()
{
if (!isStatic)
{
m_text.SetText(k_label, count % 1000);
count += 1;
}
}
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class TMP_FrameRateCounter : MonoBehaviour
{
public float UpdateInterval = 5.0f;
private float m_LastInterval = 0;
private int m_Frames = 0;
public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight;
private string htmlColorTag;
private const string fpsLabel = "{0:2}</color> <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS";
private TextMeshPro m_TextMeshPro;
private Transform m_frameCounter_transform;
private Camera m_camera;
private FpsCounterAnchorPositions last_AnchorPosition;
void Awake()
{
if (!enabled)
return;
m_camera = Camera.main;
Application.targetFrameRate = 9999;
GameObject frameCounter = new GameObject("Frame Counter");
m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
m_frameCounter_transform = frameCounter.transform;
m_frameCounter_transform.SetParent(m_camera.transform);
m_frameCounter_transform.localRotation = Quaternion.identity;
m_TextMeshPro.enableWordWrapping = false;
m_TextMeshPro.fontSize = 24;
//m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128);
//m_TextMeshPro.edgeWidth = .15f;
//m_TextMeshPro.isOverlay = true;
//m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0);
//m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255);
//m_TextMeshPro.FontMaterial.renderQueue = 4000;
//m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f));
Set_FrameCounter_Position(AnchorPosition);
last_AnchorPosition = AnchorPosition;
}
void Start()
{
m_LastInterval = Time.realtimeSinceStartup;
m_Frames = 0;
}
void Update()
{
if (AnchorPosition != last_AnchorPosition)
Set_FrameCounter_Position(AnchorPosition);
last_AnchorPosition = AnchorPosition;
m_Frames += 1;
float timeNow = Time.realtimeSinceStartup;
if (timeNow > m_LastInterval + UpdateInterval)
{
// display two fractional digits (f2 format)
float fps = m_Frames / (timeNow - m_LastInterval);
float ms = 1000.0f / Mathf.Max(fps, 0.00001f);
if (fps < 30)
htmlColorTag = "<color=yellow>";
else if (fps < 10)
htmlColorTag = "<color=red>";
else
htmlColorTag = "<color=green>";
//string format = System.String.Format(htmlColorTag + "{0:F2} </color>FPS \n{1:F2} <#8080ff>MS",fps, ms);
//m_TextMeshPro.text = format;
m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms);
m_Frames = 0;
m_LastInterval = timeNow;
}
}
void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
{
//Debug.Log("Changing frame counter anchor position.");
m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f);
switch (anchor_position)
{
case FpsCounterAnchorPositions.TopLeft:
m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft;
m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1);
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f));
break;
case FpsCounterAnchorPositions.BottomLeft:
m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft;
m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0);
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f));
break;
case FpsCounterAnchorPositions.TopRight:
m_TextMeshPro.alignment = TextAlignmentOptions.TopRight;
m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1);
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f));
break;
case FpsCounterAnchorPositions.BottomRight:
m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight;
m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0);
m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f));
break;
}
}
}
}
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using UnityEngine;
using System.Collections;
using System;
namespace TMPro
{
/// <summary>
/// Example of a Custom Character Input Validator to only allow phone number in the (800) 555-1212 format.
/// </summary>
[Serializable]
//[CreateAssetMenu(fileName = "InputValidator - Phone Numbers.asset", menuName = "TextMeshPro/Input Validators/Phone Numbers")]
public class TMP_PhoneNumberValidator : TMP_InputValidator
{
// Custom text input validation function
public override char Validate(ref string text, ref int pos, char ch)
{
Debug.Log("Trying to validate...");
// Return unless the character is a valid digit
if (ch < '0' && ch > '9') return (char)0;
int length = text.Length;
// Enforce Phone Number format for every character input.
for (int i = 0; i < length + 1; i++)
{
switch (i)
{
case 0:
if (i == length)
text = "(" + ch;
pos = 2;
break;
case 1:
if (i == length)
text += ch;
pos = 2;
break;
case 2:
if (i == length)
text += ch;
pos = 3;
break;
case 3:
if (i == length)
text += ch + ") ";
pos = 6;
break;
case 4:
if (i == length)
text += ") " + ch;
pos = 7;
break;
case 5:
if (i == length)
text += " " + ch;
pos = 7;
break;
case 6:
if (i == length)
text += ch;
pos = 7;
break;
case 7:
if (i == length)
text += ch;
pos = 8;
break;
case 8:
if (i == length)
text += ch + "-";
pos = 10;
break;
case 9:
if (i == length)
text += "-" + ch;
pos = 11;
break;
case 10:
if (i == length)
text += ch;
pos = 11;
break;
case 11:
if (i == length)
text += ch;
pos = 12;
break;
case 12:
if (i == length)
text += ch;
pos = 13;
break;
case 13:
if (i == length)
text += ch;
pos = 14;
break;
}
}
return ch;
}
}
}
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using UnityEngine;
namespace TMPro.Examples
{
public class TMP_TextEventCheck : MonoBehaviour
{
public TMP_TextEventHandler TextEventHandler;
private TMP_Text m_TextComponent;
void OnEnable()
{
if (TextEventHandler != null)
{
// Get a reference to the text component
m_TextComponent = TextEventHandler.GetComponent<TMP_Text>();
TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection);
TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection);
TextEventHandler.onWordSelection.AddListener(OnWordSelection);
TextEventHandler.onLineSelection.AddListener(OnLineSelection);
TextEventHandler.onLinkSelection.AddListener(OnLinkSelection);
}
}
void OnDisable()
{
if (TextEventHandler != null)
{
TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection);
TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection);
TextEventHandler.onWordSelection.RemoveListener(OnWordSelection);
TextEventHandler.onLineSelection.RemoveListener(OnLineSelection);
TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection);
}
}
void OnCharacterSelection(char c, int index)
{
Debug.Log("Character [" + c + "] at Index: " + index + " has been selected.");
}
void OnSpriteSelection(char c, int index)
{
Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected.");
}
void OnWordSelection(string word, int firstCharacterIndex, int length)
{
Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected.");
}
void OnLineSelection(string lineText, int firstCharacterIndex, int length)
{
Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected.");
}
void OnLinkSelection(string linkID, string linkText, int linkIndex)
{
if (m_TextComponent != null)
{
TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex];
}
Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected.");
}
}
}
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