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using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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public class SkewTextExample : MonoBehaviour
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{
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private TMP_Text m_TextComponent;
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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));
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//public float AngleMultiplier = 1.0f;
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//public float SpeedMultiplier = 1.0f;
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public float CurveScale = 1.0f;
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public float ShearAmount = 1.0f;
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void Awake()
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{
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m_TextComponent = gameObject.GetComponent<TMP_Text>();
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}
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void Start()
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{
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StartCoroutine(WarpText());
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}
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private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
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{
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AnimationCurve newCurve = new AnimationCurve();
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newCurve.keys = curve.keys;
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return newCurve;
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}
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/// <summary>
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/// Method to curve text along a Unity animation curve.
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/// </summary>
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/// <param name="textComponent"></param>
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/// <returns></returns>
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IEnumerator WarpText()
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{
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VertexCurve.preWrapMode = WrapMode.Clamp;
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VertexCurve.postWrapMode = WrapMode.Clamp;
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//Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
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Vector3[] vertices;
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Matrix4x4 matrix;
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m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
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CurveScale *= 10;
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float old_CurveScale = CurveScale;
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float old_ShearValue = ShearAmount;
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AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
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while (true)
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{
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if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount)
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{
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yield return null;
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continue;
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}
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old_CurveScale = CurveScale;
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old_curve = CopyAnimationCurve(VertexCurve);
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old_ShearValue = ShearAmount;
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m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
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TMP_TextInfo textInfo = m_TextComponent.textInfo;
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int characterCount = textInfo.characterCount;
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if (characterCount == 0) continue;
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//vertices = textInfo.meshInfo[0].vertices;
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//int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
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float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x;
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float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x;
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for (int i = 0; i < characterCount; i++)
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{
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if (!textInfo.characterInfo[i].isVisible)
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continue;
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int vertexIndex = textInfo.characterInfo[i].vertexIndex;
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// Get the index of the mesh used by this character.
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int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
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vertices = textInfo.meshInfo[materialIndex].vertices;
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// Compute the baseline mid point for each character
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Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine);
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//float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f);
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// Apply offset to adjust our pivot point.
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vertices[vertexIndex + 0] += -offsetToMidBaseline;
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vertices[vertexIndex + 1] += -offsetToMidBaseline;
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vertices[vertexIndex + 2] += -offsetToMidBaseline;
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vertices[vertexIndex + 3] += -offsetToMidBaseline;
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// Apply the Shearing FX
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float shear_value = ShearAmount * 0.01f;
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Vector3 topShear = new Vector3(shear_value * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0, 0);
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Vector3 bottomShear = new Vector3(shear_value * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0, 0);
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vertices[vertexIndex + 0] += -bottomShear;
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vertices[vertexIndex + 1] += topShear;
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vertices[vertexIndex + 2] += topShear;
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vertices[vertexIndex + 3] += -bottomShear;
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// Compute the angle of rotation for each character based on the animation curve
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float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
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float x1 = x0 + 0.0001f;
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float y0 = VertexCurve.Evaluate(x0) * CurveScale;
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float y1 = VertexCurve.Evaluate(x1) * CurveScale;
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Vector3 horizontal = new Vector3(1, 0, 0);
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//Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0);
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Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0);
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float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f;
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Vector3 cross = Vector3.Cross(horizontal, tangent);
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float angle = cross.z > 0 ? dot : 360 - dot;
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matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one);
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vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
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vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
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vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
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vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
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vertices[vertexIndex + 0] += offsetToMidBaseline;
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vertices[vertexIndex + 1] += offsetToMidBaseline;
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vertices[vertexIndex + 2] += offsetToMidBaseline;
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vertices[vertexIndex + 3] += offsetToMidBaseline;
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}
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// Upload the mesh with the revised information
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m_TextComponent.UpdateVertexData();
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yield return null; // new WaitForSeconds(0.025f);
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}
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}
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}
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}
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