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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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