79 lines
2.2 KiB
C#
79 lines
2.2 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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#if CURVEDUI_TMP || TMP_PRESENT
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using TMPro;
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#endif
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namespace CurvedUI
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{
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[ExecuteInEditMode]
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public class CurvedUITMPSubmesh : MonoBehaviour
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{
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#if CURVEDUI_TMP || TMP_PRESENT
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//saved references
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private VertexHelper vh;
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private Mesh straightMesh;
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private Mesh curvedMesh;
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private CurvedUIVertexEffect crvdVE;
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private TMP_SubMeshUI TMPsub;
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private TextMeshProUGUI TMPtext;
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public void UpdateSubmesh(bool tesselate, bool curve)
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{
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//find required components
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if (TMPsub == null) TMPsub = gameObject.GetComponent<TMP_SubMeshUI>();
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if (TMPsub == null) return;
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if (TMPtext == null)TMPtext = GetComponentInParent<TextMeshProUGUI>();
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if (crvdVE == null)crvdVE = gameObject.AddComponentIfMissing<CurvedUIVertexEffect>();
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//perform tesselatio and curving
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if (tesselate || straightMesh == null || vh == null || (!Application.isPlaying))
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{
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vh = new VertexHelper(TMPsub.mesh);
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//save straight mesh - it will be curved then every time the object moves on the canvas.
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straightMesh = new Mesh();
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vh.FillMesh(straightMesh);
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curve = true;
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}
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if (curve)
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{
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//Debug.Log("Submesh: Curve", this.gameObject);
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vh = new VertexHelper(straightMesh);
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crvdVE.ModifyMesh(vh);
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curvedMesh = new Mesh();
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vh.FillMesh(curvedMesh);
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crvdVE.CurvingRequired = true;
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}
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//upload mesh to TMP object's renderer
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TMPsub.canvasRenderer.SetMesh(curvedMesh);
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//cleanup for not needed submeshes.
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if (TMPtext != null && TMPtext.textInfo.materialCount < 2)
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{
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//Each submesh uses 1 additional material.
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//If materialCount is 1, this means Submesh is not needed. Bounce it to toggle cleanup.
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TMPsub.enabled = false;
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TMPsub.enabled = true;
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}
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}
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#endif
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}
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}
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