unity 让文字呈现弧度变化
效果:
using UnityEngine;
using TMPro;
using Core;
[ExecuteInEditMode]
public class TMTextWrap : MonoBehaviour
{
private TMP_Text m_TextComponent;
public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0f));
public float AngleMultiplier = 1.0f;
public float SpeedMultiplier = 1.0f;
public float CurveScale = 1.0f;
public bool ForceChange = true;
public bool AlwaysChange = false;
float m_OldCurveScale;
AnimationCurve m_OldCurve;
void Awake()
{
m_TextComponent = gameObject.GetComponent<TMP_Text>();
if (AlwaysChange)
{
Log.Error($"{gameObject.name} text wrap set to always change on awake");
}
}
void LateUpdate()
{
if (NeedChange() || AlwaysChange)
{
WarpText();
}
}
void OnEnable()
{
ForceChange = true;
}
bool NeedChange()
{
if (ForceChange)
{
ForceChange = false;
return true;
}
if (m_TextComponent.havePropertiesChanged)
return true;
if (Mathf.Abs(m_OldCurveScale - CurveScale) > 0.01f)
return true;
if (!m_OldCurve.Equals(VertexCurve))
return true;
return false;
}
private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
{
AnimationCurve newCurve = new AnimationCurve(curve.keys);
return newCurve;
}
/// <summary>
/// Method to curve text along a Unity animation curve.
/// </summary>
/// <param name="textComponent"></param>
/// <returns></returns>
void WarpText()
{
VertexCurve.preWrapMode = WrapMode.Clamp;
VertexCurve.postWrapMode = WrapMode.Clamp;
m_OldCurve = CopyAnimationCurve(VertexCurve);
m_OldCurveScale = CurveScale;
//Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
Vector3[] vertices;
Matrix4x4 matrix;
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) return;
//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;
// 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();
}
}
原文地址:https://blog.csdn.net/qq_40771473/article/details/144343098
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