344 lines
11 KiB
C#
344 lines
11 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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#if CURVEDUI_TMP || TMP_PRESENT
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using TMPro;
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#endif
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//To use this class you have to add CURVEDUI_TMP to your define symbols. You can do it in project settings.
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//To learn how to do it visit http://docs.unity3d.com/Manual/PlatformDependentCompilation.html and search for "Platform Custom Defines"
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namespace CurvedUI
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{
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[ExecuteInEditMode]
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public class CurvedUITMP : MonoBehaviour
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{
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#if CURVEDUI_TMP || TMP_PRESENT
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//internal
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private CurvedUIVertexEffect crvdVE;
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private TextMeshProUGUI tmpText;
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private CurvedUISettings mySettings;
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private List<UIVertex> m_UIVerts = new List<UIVertex>();
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private UIVertex m_tempVertex;
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private CurvedUITMPSubmesh m_tempSubMsh;
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private Vector2 savedSize;
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private Vector3 savedUp;
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private Vector3 savedPos;
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private Vector3 savedLocalScale;
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private Vector3 savedGlobalScale;
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private List<CurvedUITMPSubmesh> subMeshes = new List<CurvedUITMPSubmesh>();
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//flags
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public bool Dirty = false; // set this to true to force mesh update.
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private bool curvingRequired = false;
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private bool tesselationRequired = false;
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private bool quitting = false;
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//mesh data
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private Vector3[] vertices;
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//These are commented here and throught the script,
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//cause CurvedUI operates only on vertex positions,
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//but left here for future-proofing against some TMP features.
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//private Color32[] colors32;
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//private Vector2[] uv;
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//private Vector2[] uv2;
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//private Vector2[] uv3;
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//private Vector2[] uv4;
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//private Vector3[] normals;
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//private Vector4[] tangents;
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//private int[] indices;
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#region LIFECYCLE
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void Start()
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{
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if (mySettings == null)
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mySettings = GetComponentInParent<CurvedUISettings>();
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}
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void OnEnable()
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{
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FindTMP();
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if (tmpText)
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{
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tmpText.RegisterDirtyMaterialCallback(TesselationRequiredCallback);
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(TMPTextChangedCallback);
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tmpText.SetText(tmpText.text);
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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UnityEditor.EditorApplication.update += LateUpdate;
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#endif
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}
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void OnDisable()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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UnityEditor.EditorApplication.update -= LateUpdate;
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#endif
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if (tmpText)
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{
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tmpText.UnregisterDirtyMaterialCallback(TesselationRequiredCallback);
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(TMPTextChangedCallback);
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}
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}
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void OnDestroy()
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{
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quitting = true;
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}
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void LateUpdate()
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{
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//if we're missing stuff, find it
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if (!tmpText) FindTMP();
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if (mySettings == null) return;
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//Edit Mesh on TextMeshPro component
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if (tmpText && !quitting)
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{
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if (ShouldTesselate())
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tesselationRequired = true;
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if (Dirty || tesselationRequired || (curvingRequired && !Application.isPlaying))
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{
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if (mySettings == null)
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{
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enabled = false;
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return;
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}
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//Get the flat vertices from TMP object.
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//store a copy of flat UIVertices for later so we dont have to retrieve the Mesh every framee.
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tmpText.renderMode = TMPro.TextRenderFlags.Render;
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tmpText.ForceMeshUpdate(true);
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CreateUIVertexList(tmpText.mesh);
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//Tesselate and Curve the flat UIVertices stored in Vertex Helper
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crvdVE.ModifyTMPMesh(ref m_UIVerts);
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//fill curved vertices back to TMP mesh
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FillMeshWithUIVertexList(tmpText.mesh, m_UIVerts);
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//cleanup
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tmpText.renderMode = TMPro.TextRenderFlags.DontRender;
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//save current data
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savedLocalScale = mySettings.transform.localScale;
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savedGlobalScale = mySettings.transform.lossyScale;
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savedSize = (transform as RectTransform).rect.size;
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savedUp = mySettings.transform.worldToLocalMatrix.MultiplyVector(transform.up);
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savedPos = mySettings.transform.worldToLocalMatrix.MultiplyPoint3x4(transform.position);
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//reset flags
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tesselationRequired = false;
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curvingRequired = false;
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Dirty = false;
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//prompt submeshes to update
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FindSubmeshes();
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foreach (CurvedUITMPSubmesh mesh in subMeshes)
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mesh.UpdateSubmesh(true, false);
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}
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//Upload mesh to TMP Object's renderer
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if(tmpText.text.Length > 0)
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tmpText.canvasRenderer.SetMesh(tmpText.mesh);
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else
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tmpText.canvasRenderer.Clear();
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}
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}
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#endregion
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#region UIVERTEX MANAGEMENT
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void CreateUIVertexList(Mesh mesh)
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{
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//trim if too long list
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if (mesh.vertexCount < m_UIVerts.Count)
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m_UIVerts.RemoveRange(mesh.vertexCount, m_UIVerts.Count - mesh.vertexCount);
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//extract mesh data
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vertices = mesh.vertices;
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//colors32 = mesh.colors32;
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//uv = mesh.uv;
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//uv2 = mesh.uv2;
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//uv3 = mesh.uv3;
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//uv4 = mesh.uv4;
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//normals = mesh.normals;
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//tangents = mesh.tangents;
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for (int i = 0; i < mesh.vertexCount; i++)
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{
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//add if list too short
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if (m_UIVerts.Count <= i)
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{
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m_tempVertex = new UIVertex();
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GetUIVertexFromMesh(ref m_tempVertex, i);
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m_UIVerts.Add(m_tempVertex);
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}
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else //modify
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{
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m_tempVertex = m_UIVerts[i];
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GetUIVertexFromMesh(ref m_tempVertex, i);
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m_UIVerts[i] = m_tempVertex;
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}
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}
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//indices = mesh.GetIndices(0);
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}
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void GetUIVertexFromMesh(ref UIVertex vert, int i)
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{
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vert.position = vertices[i];
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//vert.color = colors32[i];
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//vert.uv0 = uv[i];
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//vert.uv1 = uv2.Length > i ? uv2[i] : Vector2.zero;
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//vert.uv2 = uv3.Length > i ? uv3[i] : Vector2.zero;
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//vert.uv3 = uv4.Length > i ? uv4[i] : Vector2.zero;
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//vert.normal = normals[i];
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//vert.tangent = tangents[i];
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}
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void FillMeshWithUIVertexList(Mesh mesh, List<UIVertex> list)
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{
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if (list.Count >= 65536)
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{
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Debug.LogError("CURVEDUI: Unity UI Mesh can not have more than 65536 vertices. Remove some UI elements or lower quality.");
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return;
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}
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for (int i = 0; i < list.Count; i++)
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{
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vertices[i] = list[i].position;
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//colors32[i] = list[i].color;
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//uv[i] = list[i].uv0;
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//if (uv2.Length < i) uv2[i] = list[i].uv1;
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////if (uv3.Length < i) uv3[i] = list[i].uv2;
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////if (uv4.Length < i) uv4[i] = list[i].uv3;
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//normals[i] = list[i].normal;
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//tangents[i] = list[i].tangent;
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}
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//Fill mesh with data
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mesh.vertices = vertices;
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//mesh.colors32 = colors32;
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//mesh.uv = uv;
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//mesh.uv2 = uv2;
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////mesh.uv3 = uv3;
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////mesh.uv4 = uv4;
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//mesh.normals = normals;
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//mesh.tangents = tangents;
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//mesh.SetTriangles(indices, 0);
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mesh.RecalculateBounds();
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}
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#endregion
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#region PRIVATE
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void FindTMP()
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{
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if (this.GetComponent<TextMeshProUGUI>() != null)
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{
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tmpText = this.gameObject.GetComponent<TextMeshProUGUI>();
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crvdVE = this.gameObject.GetComponent<CurvedUIVertexEffect>();
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mySettings = GetComponentInParent<CurvedUISettings>();
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transform.hasChanged = false;
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FindSubmeshes();
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}
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}
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void FindSubmeshes()
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{
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foreach (TMP_SubMeshUI sub in GetComponentsInChildren<TMP_SubMeshUI>())
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{
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m_tempSubMsh = sub.gameObject.AddComponentIfMissing<CurvedUITMPSubmesh>();
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if (!subMeshes.Contains(m_tempSubMsh))
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subMeshes.Add(m_tempSubMsh);
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}
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}
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bool ShouldTesselate()
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{
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if (savedSize != (transform as RectTransform).rect.size)
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{
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//Debug.Log("size changed");
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return true;
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}
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else if (savedLocalScale != mySettings.transform.localScale)
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{
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//Debug.Log("local scale changed");
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return true;
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}
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else if (savedGlobalScale != mySettings.transform.lossyScale)
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{
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//Debug.Log("global scale changed");
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return true;
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}
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else if (!savedUp.AlmostEqual(mySettings.transform.worldToLocalMatrix.MultiplyVector(transform.up)))
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{
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// Debug.Log("up changed");
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return true;
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}
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Vector3 testedPos = mySettings.transform.worldToLocalMatrix.MultiplyPoint3x4(transform.position);
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if (!savedPos.AlmostEqual(testedPos))
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{
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//we dont have to curve vertices if we only moved the object vertically in a cylinder.
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if (mySettings.Shape != CurvedUISettings.CurvedUIShape.CYLINDER || Mathf.Pow(testedPos.x - savedPos.x, 2) > 0.00001 || Mathf.Pow(testedPos.z - savedPos.z, 2) > 0.00001)
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{
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//Debug.Log("pos changed");
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return true;
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}
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}
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return false;
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}
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#endregion
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#region EVENTS AND CALLBACKS
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void TMPTextChangedCallback(object obj)
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{
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if (obj != (object)tmpText) return;
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tesselationRequired = true;
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//Debug.Log("tmp prop changed on "+this.gameObject.name, this.gameObject);
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}
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void TesselationRequiredCallback()
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{
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tesselationRequired = true;
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curvingRequired = true;
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}
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#endregion
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#endif
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}
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}
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