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169 lines
5.6 KiB
C#
169 lines
5.6 KiB
C#
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/// Credit Deeperbeige
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/// Sourced from - http://forum.unity3d.com/threads/adjustable-character-spacing-free-script.288277/
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/*
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Produces an simple tracking/letter-spacing effect on UI Text components.
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Set the spacing parameter to adjust letter spacing.
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Negative values cuddle the text up tighter than normal. Go too far and it'll look odd.
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Positive values spread the text out more than normal. This will NOT respect the text area you've defined.
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Zero spacing will present the font with no changes.
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Relies on counting off characters in your Text component's text property and
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matching those against the quads passed in via the verts array. This is really
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rather primitive, but I can't see any better way at the moment. It means that
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all sorts of things can break the effect...
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This component should be placed higher in component list than any other vertex
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modifiers that alter the total number of vertices. EG, place this above Shadow
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or Outline effects. If you don't, the outline/shadow won't match the position
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of the letters properly. If you place the outline/shadow effect second however,
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it will just work on the altered vertices from this component, and function
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as expected.
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This component works best if you don't allow text to automatically wrap. It also
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blows up outside of the given text area. Basically, it's a cheap and dirty effect,
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not a clever text layout engine. It can't affect how Unity chooses to break up
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your lines. If you manually use line breaks however, it should detect those and
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function more or less as you'd expect.
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The spacing parameter is measured in pixels multiplied by the font size. This was
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chosen such that when you adjust the font size, it does not change the visual spacing
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that you've dialed in. There's also a scale factor of 1/100 in this number to
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bring it into a comfortable adjustable range. There's no limit on this parameter,
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but obviously some values will look quite strange.
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This component doesn't really work with Rich Text. You don't need to remember to
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turn off Rich Text via the checkbox, but because it can't see what makes a
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printable character and what doesn't, it will typically miscount characters when you
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use HTML-like tags in your text. Try it out, you'll see what I mean. It doesn't
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break down entirely, but it doesn't really do what you'd want either.
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*/
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Effects/Extensions/Letter Spacing")]
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///Summary
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/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip).
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public class LetterSpacing : BaseMeshEffect
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{
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[SerializeField]
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private float m_spacing = 0f;
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protected LetterSpacing() { }
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#if UNITY_EDITOR
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protected override void OnValidate()
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{
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spacing = m_spacing;
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base.OnValidate();
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}
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#endif
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public float spacing
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{
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get { return m_spacing; }
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set
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{
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if (m_spacing == value) return;
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m_spacing = value;
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if (graphic != null) graphic.SetVerticesDirty();
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}
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}
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public override void ModifyMesh(VertexHelper vh)
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{
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if (! IsActive()) return;
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List<UIVertex> verts = new List<UIVertex>();
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vh.GetUIVertexStream(verts);
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Text text = GetComponent<Text>();
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if (text == null)
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{
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Debug.LogWarning("LetterSpacing: Missing Text component");
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return;
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}
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string[] lines = text.text.Split('\n');
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Vector3 pos;
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float letterOffset = spacing * (float)text.fontSize / 100f;
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float alignmentFactor = 0;
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int glyphIdx = 0;
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switch (text.alignment)
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{
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case TextAnchor.LowerLeft:
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case TextAnchor.MiddleLeft:
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case TextAnchor.UpperLeft:
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alignmentFactor = 0f;
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break;
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case TextAnchor.LowerCenter:
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case TextAnchor.MiddleCenter:
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case TextAnchor.UpperCenter:
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alignmentFactor = 0.5f;
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break;
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case TextAnchor.LowerRight:
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case TextAnchor.MiddleRight:
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case TextAnchor.UpperRight:
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alignmentFactor = 1f;
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break;
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}
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for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
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{
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string line = lines[lineIdx];
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float lineOffset = (line.Length -1) * letterOffset * alignmentFactor;
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for (int charIdx = 0; charIdx < line.Length; charIdx++)
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{
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int idx1 = glyphIdx * 6 + 0;
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int idx2 = glyphIdx * 6 + 1;
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int idx3 = glyphIdx * 6 + 2;
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int idx4 = glyphIdx * 6 + 3;
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int idx5 = glyphIdx * 6 + 4;
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int idx6 = glyphIdx * 6 + 5;
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// Check for truncated text (doesn't generate verts for all characters)
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if (idx6 > verts.Count - 1) return;
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UIVertex vert1 = verts[idx1];
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UIVertex vert2 = verts[idx2];
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UIVertex vert3 = verts[idx3];
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UIVertex vert4 = verts[idx4];
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UIVertex vert5 = verts[idx5];
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UIVertex vert6 = verts[idx6];
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pos = Vector3.right * (letterOffset * charIdx - lineOffset);
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vert1.position += pos;
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vert2.position += pos;
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vert3.position += pos;
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vert4.position += pos;
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vert5.position += pos;
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vert6.position += pos;
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verts[idx1] = vert1;
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verts[idx2] = vert2;
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verts[idx3] = vert3;
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verts[idx4] = vert4;
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verts[idx5] = vert5;
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verts[idx6] = vert6;
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glyphIdx++;
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}
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// Offset for carriage return character that still generates verts
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glyphIdx++;
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}
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vh.Clear();
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vh.AddUIVertexTriangleStream(verts);
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}
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}
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}
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