New Version 1.42

Moving cam replay.
Fixed the bugs.

New Version 1.42

Moving cam replay.
Fixed the bugs.

New Version 1.42

Moving cam replay,
Fixed the bugs.
This commit is contained in:
SkunkStudios 2025-01-29 09:54:37 +07:00
parent dcb7df5fd1
commit 1c033119df
7079 changed files with 186851 additions and 48991 deletions

View file

@ -0,0 +1,580 @@
using UnityEngine;
using System;
using System.Collections;
#pragma warning disable 0109 // Disable warning due to conflict between Unity Editor DLL and Runtime DLL related to .renderer property being available in one but not the other.
namespace TMPro
{
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
[ExecuteAlways]
public class TMP_SubMesh : MonoBehaviour
{
/// <summary>
/// The TMP Font Asset assigned to this sub text object.
/// </summary>
public TMP_FontAsset fontAsset
{
get { return m_fontAsset; }
set { m_fontAsset = value; }
}
[SerializeField]
private TMP_FontAsset m_fontAsset;
/// <summary>
/// The TMP Sprite Asset assigned to this sub text object.
/// </summary>
public TMP_SpriteAsset spriteAsset
{
get { return m_spriteAsset; }
set { m_spriteAsset = value; }
}
[SerializeField]
private TMP_SpriteAsset m_spriteAsset;
/// <summary>
/// The material to be assigned to this object. Returns an instance of the material.
/// </summary>
public Material material
{
// Return a new Instance of the Material if none exists. Otherwise return the current Material Instance.
get { return GetMaterial(m_sharedMaterial); }
// Assign new font material
set
{
if (m_sharedMaterial.GetInstanceID() == value.GetInstanceID())
return;
m_sharedMaterial = m_material = value;
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
SetMaterialDirty();
}
}
[SerializeField]
private Material m_material;
/// <summary>
/// The material to be assigned to this text object.
/// </summary>
public Material sharedMaterial
{
get { return m_sharedMaterial; }
set { SetSharedMaterial(value); }
}
[SerializeField]
private Material m_sharedMaterial;
/// <summary>
/// The fallback material created from the properties of the fallback source material.
/// </summary>
public Material fallbackMaterial
{
get { return m_fallbackMaterial; }
set
{
if (m_fallbackMaterial == value) return;
if (m_fallbackMaterial != null && m_fallbackMaterial != value)
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = value;
TMP_MaterialManager.AddFallbackMaterialReference(m_fallbackMaterial);
SetSharedMaterial(m_fallbackMaterial);
}
}
private Material m_fallbackMaterial;
/// <summary>
/// The source material used by the fallback font
/// </summary>
public Material fallbackSourceMaterial
{
get { return m_fallbackSourceMaterial; }
set { m_fallbackSourceMaterial = value; }
}
private Material m_fallbackSourceMaterial;
/// <summary>
/// Is the text object using the default font asset material.
/// </summary>
public bool isDefaultMaterial
{
get { return m_isDefaultMaterial; }
set { m_isDefaultMaterial = value; }
}
[SerializeField]
private bool m_isDefaultMaterial;
/// <summary>
/// Padding value resulting for the property settings on the material.
/// </summary>
public float padding
{
get { return m_padding; }
set { m_padding = value; }
}
[SerializeField]
private float m_padding;
/// <summary>
/// The Mesh Renderer of this text sub object.
/// </summary>
public new Renderer renderer
{
get { if (m_renderer == null) m_renderer = GetComponent<Renderer>();
return m_renderer;
}
}
[SerializeField]
private Renderer m_renderer;
/// <summary>
/// The MeshFilter of this text sub object.
/// </summary>
public MeshFilter meshFilter
{
get { if (m_meshFilter == null) m_meshFilter = GetComponent<MeshFilter>();
return m_meshFilter;
}
}
[SerializeField]
private MeshFilter m_meshFilter;
/// <summary>
/// The Mesh of this text sub object.
/// </summary>
public Mesh mesh
{
get
{
if (m_mesh == null)
{
m_mesh = new Mesh();
m_mesh.hideFlags = HideFlags.HideAndDontSave;
this.meshFilter.mesh = m_mesh;
}
return m_mesh;
}
set { m_mesh = value; }
}
private Mesh m_mesh;
/// <summary>
///
/// </summary>
//public BoxCollider boxCollider
//{
// get
// {
// if (m_boxCollider == null)
// {
// //
// m_boxCollider = GetComponent<BoxCollider>();
// if (m_boxCollider == null)
// {
// m_boxCollider = gameObject.AddComponent<BoxCollider>();
// gameObject.AddComponent<Rigidbody>();
// }
// }
// return m_boxCollider;
// }
//}
//[SerializeField]
//private BoxCollider m_boxCollider;
[SerializeField]
private TextMeshPro m_TextComponent;
[NonSerialized]
private bool m_isRegisteredForEvents;
void OnEnable()
{
// Register Callbacks for various events.
if (!m_isRegisteredForEvents)
{
#if UNITY_EDITOR
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Add(ON_SPRITE_ASSET_PROPERTY_CHANGED);
//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
#endif
m_isRegisteredForEvents = true;
}
// Make the geometry visible when the object is enabled.
meshFilter.sharedMesh = mesh;
// Update _ClipRect values
if (m_sharedMaterial != null)
m_sharedMaterial.SetVector(ShaderUtilities.ID_ClipRect, new Vector4(-32767, -32767, 32767, 32767));
}
void OnDisable()
{
// Hide the geometry when the object is disabled.
m_meshFilter.sharedMesh = null;
if (m_fallbackMaterial != null)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = null;
}
}
void OnDestroy()
{
// Destroy Mesh
if (m_mesh != null) DestroyImmediate(m_mesh);
if (m_fallbackMaterial != null)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = null;
}
#if UNITY_EDITOR
// Unregister the event this object was listening to
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Remove(ON_SPRITE_ASSET_PROPERTY_CHANGED);
//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
#endif
m_isRegisteredForEvents = false;
}
#if UNITY_EDITOR
// Event received when custom material editor properties are changed.
void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
{
//Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");
int targetMaterialID = mat.GetInstanceID();
int sharedMaterialID = m_sharedMaterial.GetInstanceID();
int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID();
// Filter events and return if the affected material is not this object's material.
if (targetMaterialID != sharedMaterialID)
{
// Check if event applies to the source fallback material
if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID)
TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial);
else
return;
}
if (m_TextComponent == null) m_TextComponent = GetComponentInParent<TextMeshPro>();
m_padding = GetPaddingForMaterial();
m_TextComponent.havePropertiesChanged = true;
m_TextComponent.SetVerticesDirty();
}
// Event to Track Material Changed resulting from Drag-n-drop.
void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
{
// Check if event applies to this current object
#if UNITY_2018_2_OR_NEWER
if (obj == gameObject || UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject) == obj)
#else
if (obj == gameObject || UnityEditor.PrefabUtility.GetPrefabParent(gameObject) == obj)
#endif
{
if (!m_isDefaultMaterial) return;
// Make sure we have a valid reference to the renderer.
if (m_renderer == null) m_renderer = GetComponent<Renderer>();
UnityEditor.Undo.RecordObject(this, "Material Assignment");
UnityEditor.Undo.RecordObject(m_renderer, "Material Assignment");
SetSharedMaterial(newMaterial);
m_TextComponent.havePropertiesChanged = true;
}
}
// Event received when font asset properties are changed in Font Inspector
void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, UnityEngine.Object obj)
{
//if (spriteSheet != null && (obj as TMP_SpriteAsset == m_spriteAsset || obj as Texture2D == m_spriteAsset.spriteSheet))
//{
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
//m_TextComponent.SetVerticesDirty();
}
//}
}
// Event received when font asset properties are changed in Font Inspector
void ON_FONT_PROPERTY_CHANGED(bool isChanged, TMP_FontAsset font)
{
if (m_fontAsset != null && font.GetInstanceID() == m_fontAsset.GetInstanceID())
{
// Copy Normal and Bold Weight
if (m_fallbackMaterial != null)
{
m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightNormal, m_fontAsset.normalStyle);
m_fallbackMaterial.SetFloat(ShaderUtilities.ID_WeightBold, m_fontAsset.boldStyle);
}
}
}
/// <summary>
/// Event received when the TMP Settings are changed.
/// </summary>
void ON_TMP_SETTINGS_CHANGED()
{
// //Debug.Log("TMP Setting have changed.");
// //SetVerticesDirty();
// SetMaterialDirty();
}
#endif
public static TMP_SubMesh AddSubTextObject(TextMeshPro textComponent, MaterialReference materialReference)
{
GameObject go = new GameObject("TMP SubMesh [" + materialReference.material.name + "]", typeof(TMP_SubMesh));
TMP_SubMesh subMesh = go.GetComponent<TMP_SubMesh>();
go.transform.SetParent(textComponent.transform, false);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
go.layer = textComponent.gameObject.layer;
subMesh.m_meshFilter = go.GetComponent<MeshFilter>();
subMesh.m_TextComponent = textComponent;
subMesh.m_fontAsset = materialReference.fontAsset;
subMesh.m_spriteAsset = materialReference.spriteAsset;
subMesh.m_isDefaultMaterial = materialReference.isDefaultMaterial;
subMesh.SetSharedMaterial(materialReference.material);
subMesh.renderer.sortingLayerID = textComponent.renderer.sortingLayerID;
subMesh.renderer.sortingOrder = textComponent.renderer.sortingOrder;
return subMesh;
}
public void DestroySelf()
{
Destroy(this.gameObject, 1f);
}
// Function called internally when a new material is assigned via the fontMaterial property.
Material GetMaterial(Material mat)
{
// Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
// This can occur when the Duplicate Material Context menu is used on an inactive object.
if (m_renderer == null)
m_renderer = GetComponent<Renderer>();
// Create Instance Material only if the new material is not the same instance previously used.
if (m_material == null || m_material.GetInstanceID() != mat.GetInstanceID())
m_material = CreateMaterialInstance(mat);
m_sharedMaterial = m_material;
// Compute and Set new padding values for this new material.
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
SetMaterialDirty();
return m_sharedMaterial;
}
/// <summary>
/// Method used to create an instance of the material
/// </summary>
/// <param name="source"></param>
/// <returns></returns>
Material CreateMaterialInstance(Material source)
{
Material mat = new Material(source);
mat.shaderKeywords = source.shaderKeywords;
mat.name += " (Instance)";
return mat;
}
/// <summary>
/// Method returning the shared material assigned to the text object.
/// </summary>
/// <returns></returns>
Material GetSharedMaterial()
{
if (m_renderer == null)
m_renderer = GetComponent<Renderer>();
return m_renderer.sharedMaterial;
}
/// <summary>
/// Method to set the shared material.
/// </summary>
/// <param name="mat"></param>
void SetSharedMaterial(Material mat)
{
//Debug.Log("*** SetSharedMaterial() *** FRAME (" + Time.frameCount + ")");
// Assign new material.
m_sharedMaterial = mat;
// Compute and Set new padding values for this new material.
m_padding = GetPaddingForMaterial();
SetMaterialDirty();
#if UNITY_EDITOR
if (m_sharedMaterial != null)
gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
#endif
}
/// <summary>
/// Function called when the padding value for the material needs to be re-calculated.
/// </summary>
/// <returns></returns>
public float GetPaddingForMaterial()
{
float padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);
return padding;
}
/// <summary>
/// Function to update the padding values of the object.
/// </summary>
/// <param name="isExtraPadding"></param>
/// <param name="isBold"></param>
public void UpdateMeshPadding(bool isExtraPadding, bool isUsingBold)
{
m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, isExtraPadding, isUsingBold);
}
/// <summary>
///
/// </summary>
public void SetVerticesDirty()
{
if (!this.enabled)
return;
// This is called on the parent TextMeshPro component.
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
m_TextComponent.SetVerticesDirty();
}
}
/// <summary>
///
/// </summary>
public void SetMaterialDirty()
{
//if (!this.enabled)
// return;
UpdateMaterial();
//m_materialDirty = true;
//TMP_UpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
}
/// <summary>
///
/// </summary>
protected void UpdateMaterial()
{
//Debug.Log("*** STO - UpdateMaterial() *** FRAME (" + Time.frameCount + ")");
//if (!this.enabled)
// return;
if (m_renderer == null) m_renderer = this.renderer;
m_renderer.sharedMaterial = m_sharedMaterial;
#if UNITY_EDITOR
if (m_sharedMaterial != null && gameObject.name != "TMP SubMesh [" + m_sharedMaterial.name + "]")
gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
#endif
}
/// <summary>
///
/// </summary>
//public void UpdateColliders(int vertexCount)
//{
// if (this.boxCollider == null) return;
// Vector2 bl = TMP_Math.MAX_16BIT;
// Vector2 tr = TMP_Math.MIN_16BIT;
// // Compute the bounds of the sub text object mesh (excluding the transform position).
// for (int i = 0; i < vertexCount; i++)
// {
// bl.x = Mathf.Min(bl.x, m_mesh.vertices[i].x);
// bl.y = Mathf.Min(bl.y, m_mesh.vertices[i].y);
// tr.x = Mathf.Max(tr.x, m_mesh.vertices[i].x);
// tr.y = Mathf.Max(tr.y, m_mesh.vertices[i].y);
// }
// Vector3 center = (bl + tr) / 2;
// Vector3 size = tr - bl;
// size.z = .1f;
// this.boxCollider.center = center;
// this.boxCollider.size = size;
//}
}
}