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 +1,551 @@
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
namespace TMPro
{
[DisallowMultipleComponent]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
[AddComponentMenu("Mesh/TextMeshPro - Text")]
[ExecuteAlways]
public partial class TextMeshPro : TMP_Text, ILayoutElement
{
// Public Properties and Serializable Properties
/// <summary>
/// Sets the Renderer's sorting Layer ID
/// </summary>
public int sortingLayerID
{
get { return m_renderer.sortingLayerID; }
set { m_renderer.sortingLayerID = value; }
}
/// <summary>
/// Sets the Renderer's sorting order within the assigned layer.
/// </summary>
public int sortingOrder
{
get { return m_renderer.sortingOrder; }
set { m_renderer.sortingOrder = value; }
}
/// <summary>
/// Determines if the size of the text container will be adjusted to fit the text object when it is first created.
/// </summary>
public override bool autoSizeTextContainer
{
get { return m_autoSizeTextContainer; }
set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { TMP_UpdateManager.RegisterTextElementForLayoutRebuild(this); SetLayoutDirty(); } }
}
/// <summary>
/// Returns a reference to the Text Container
/// </summary>
[Obsolete("The TextContainer is now obsolete. Use the RectTransform instead.")]
public TextContainer textContainer
{
get
{
return null;
}
}
/// <summary>
/// Returns a reference to the Transform
/// </summary>
public new Transform transform
{
get
{
if (m_transform == null)
m_transform = GetComponent<Transform>();
return m_transform;
}
}
#pragma warning disable 0108
/// <summary>
/// Returns the rendered assigned to the text object.
/// </summary>
public Renderer renderer
{
get
{
if (m_renderer == null)
m_renderer = GetComponent<Renderer>();
return m_renderer;
}
}
/// <summary>
/// Returns the mesh assigned to the text object.
/// </summary>
public override Mesh mesh
{
get
{
if (m_mesh == null)
{
m_mesh = new Mesh();
m_mesh.hideFlags = HideFlags.HideAndDontSave;
this.meshFilter.mesh = m_mesh;
}
return m_mesh;
}
}
/// <summary>
/// Returns the Mesh Filter of the text object.
/// </summary>
public MeshFilter meshFilter
{
get
{
if (m_meshFilter == null)
m_meshFilter = GetComponent<MeshFilter>();
return m_meshFilter;
}
}
// MASKING RELATED PROPERTIES
/// <summary>
/// Sets the mask type
/// </summary>
public MaskingTypes maskType
{
get { return m_maskType; }
set { m_maskType = value; SetMask(m_maskType); }
}
/// <summary>
/// Function used to set the mask type and coordinates in World Space
/// </summary>
/// <param name="type"></param>
/// <param name="maskCoords"></param>
public void SetMask(MaskingTypes type, Vector4 maskCoords)
{
SetMask(type);
SetMaskCoordinates(maskCoords);
}
/// <summary>
/// Function used to set the mask type, coordinates and softness
/// </summary>
/// <param name="type"></param>
/// <param name="maskCoords"></param>
/// <param name="softnessX"></param>
/// <param name="softnessY"></param>
public void SetMask(MaskingTypes type, Vector4 maskCoords, float softnessX, float softnessY)
{
SetMask(type);
SetMaskCoordinates(maskCoords, softnessX, softnessY);
}
/// <summary>
/// Schedule rebuilding of the text geometry.
/// </summary>
public override void SetVerticesDirty()
{
//Debug.Log("SetVerticesDirty()");
if (m_verticesAlreadyDirty || this == null || !this.IsActive())
return;
TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
m_verticesAlreadyDirty = true;
}
/// <summary>
///
/// </summary>
public override void SetLayoutDirty()
{
m_isPreferredWidthDirty = true;
m_isPreferredHeightDirty = true;
if (m_layoutAlreadyDirty || this == null || !this.IsActive())
return;
//TMP_UpdateManager.RegisterTextElementForLayoutRebuild(this);
m_layoutAlreadyDirty = true;
//LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);
m_isLayoutDirty = true;
}
/// <summary>
/// Schedule updating of the material used by the text object.
/// </summary>
public override void SetMaterialDirty()
{
//Debug.Log("SetMaterialDirty()");
//if (!this.IsActive())
// return;
//m_isMaterialDirty = true;
UpdateMaterial();
//TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
}
/// <summary>
///
/// </summary>
public override void SetAllDirty()
{
m_isInputParsingRequired = true;
SetLayoutDirty();
SetVerticesDirty();
SetMaterialDirty();
}
/// <summary>
///
/// </summary>
/// <param name="update"></param>
public override void Rebuild(CanvasUpdate update)
{
if (this == null) return;
if (update == CanvasUpdate.Prelayout)
{
if (m_autoSizeTextContainer)
{
m_rectTransform.sizeDelta = GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
}
}
else if (update == CanvasUpdate.PreRender)
{
this.OnPreRenderObject();
m_verticesAlreadyDirty = false;
m_layoutAlreadyDirty = false;
if (!m_isMaterialDirty) return;
UpdateMaterial();
m_isMaterialDirty = false;
}
}
/// <summary>
///
/// </summary>
protected override void UpdateMaterial()
{
//Debug.Log("*** UpdateMaterial() ***");
//if (!this.IsActive())
// return;
if (m_sharedMaterial == null)
return;
if (m_renderer == null) m_renderer = this.renderer;
// Only update the material if it has changed.
if (m_renderer.sharedMaterial.GetInstanceID() != m_sharedMaterial.GetInstanceID())
m_renderer.sharedMaterial = m_sharedMaterial;
}
/// <summary>
/// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script.
/// </summary>
public override void UpdateMeshPadding()
{
m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold);
m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
m_havePropertiesChanged = true;
checkPaddingRequired = false;
// Return if text object is not awake yet.
if (m_textInfo == null) return;
// Update sub text objects
for (int i = 1; i < m_textInfo.materialCount; i++)
m_subTextObjects[i].UpdateMeshPadding(m_enableExtraPadding, m_isUsingBold);
}
/// <summary>
/// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
/// </summary>
public override void ForceMeshUpdate()
{
//Debug.Log("ForceMeshUpdate() called.");
m_havePropertiesChanged = true;
OnPreRenderObject();
}
/// <summary>
/// Function to force regeneration of the mesh before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
/// </summary>
/// <param name="ignoreInactive">If set to true, the text object will be regenerated regardless of is active state.</param>
public override void ForceMeshUpdate(bool ignoreInactive)
{
m_havePropertiesChanged = true;
m_ignoreActiveState = true;
OnPreRenderObject();
}
/// <summary>
/// Function used to evaluate the length of a text string.
/// </summary>
/// <param name="text"></param>
/// <returns></returns>
public override TMP_TextInfo GetTextInfo(string text)
{
StringToCharArray(text, ref m_TextParsingBuffer);
SetArraySizes(m_TextParsingBuffer);
m_renderMode = TextRenderFlags.DontRender;
ComputeMarginSize();
GenerateTextMesh();
m_renderMode = TextRenderFlags.Render;
return this.textInfo;
}
/// <summary>
/// Function to clear the geometry of the Primary and Sub Text objects.
/// </summary>
public override void ClearMesh(bool updateMesh)
{
if (m_textInfo.meshInfo[0].mesh == null) m_textInfo.meshInfo[0].mesh = m_mesh;
m_textInfo.ClearMeshInfo(updateMesh);
}
/// <summary>
/// Function to force the regeneration of the text object.
/// </summary>
/// <param name="flags"> Flags to control which portions of the geometry gets uploaded.</param>
//public override void ForceMeshUpdate(TMP_VertexDataUpdateFlags flags) { }
/// <summary>
/// Function to update the geometry of the main and sub text objects.
/// </summary>
/// <param name="mesh"></param>
/// <param name="index"></param>
public override void UpdateGeometry(Mesh mesh, int index)
{
mesh.RecalculateBounds();
}
/// <summary>
/// Function to upload the updated vertex data and renderer.
/// </summary>
public override void UpdateVertexData(TMP_VertexDataUpdateFlags flags)
{
int materialCount = m_textInfo.materialCount;
for (int i = 0; i < materialCount; i++)
{
Mesh mesh;
if (i == 0)
mesh = m_mesh;
else
{
// Clear unused vertices
// TODO: Causes issues when sorting geometry as last vertex data attribute get wiped out.
//m_textInfo.meshInfo[i].ClearUnusedVertices();
mesh = m_subTextObjects[i].mesh;
}
//mesh.MarkDynamic();
if ((flags & TMP_VertexDataUpdateFlags.Vertices) == TMP_VertexDataUpdateFlags.Vertices)
mesh.vertices = m_textInfo.meshInfo[i].vertices;
if ((flags & TMP_VertexDataUpdateFlags.Uv0) == TMP_VertexDataUpdateFlags.Uv0)
mesh.uv = m_textInfo.meshInfo[i].uvs0;
if ((flags & TMP_VertexDataUpdateFlags.Uv2) == TMP_VertexDataUpdateFlags.Uv2)
mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
//if ((flags & TMP_VertexDataUpdateFlags.Uv4) == TMP_VertexDataUpdateFlags.Uv4)
// mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
if ((flags & TMP_VertexDataUpdateFlags.Colors32) == TMP_VertexDataUpdateFlags.Colors32)
mesh.colors32 = m_textInfo.meshInfo[i].colors32;
mesh.RecalculateBounds();
}
}
/// <summary>
/// Function to upload the updated vertex data and renderer.
/// </summary>
public override void UpdateVertexData()
{
int materialCount = m_textInfo.materialCount;
for (int i = 0; i < materialCount; i++)
{
Mesh mesh;
if (i == 0)
mesh = m_mesh;
else
{
// Clear unused vertices
m_textInfo.meshInfo[i].ClearUnusedVertices();
mesh = m_subTextObjects[i].mesh;
}
//mesh.MarkDynamic();
mesh.vertices = m_textInfo.meshInfo[i].vertices;
mesh.uv = m_textInfo.meshInfo[i].uvs0;
mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
//mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
mesh.colors32 = m_textInfo.meshInfo[i].colors32;
mesh.RecalculateBounds();
}
}
public void UpdateFontAsset()
{
LoadFontAsset();
}
private bool m_currentAutoSizeMode;
public void CalculateLayoutInputHorizontal()
{
//Debug.Log("*** CalculateLayoutInputHorizontal() ***");
if (!this.gameObject.activeInHierarchy)
return;
//IsRectTransformDriven = true;
m_currentAutoSizeMode = m_enableAutoSizing;
if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
{
//Debug.Log("Calculating Layout Horizontal");
//m_LayoutPhase = AutoLayoutPhase.Horizontal;
//m_isRebuildingLayout = true;
m_minWidth = 0;
m_flexibleWidth = 0;
//m_renderMode = TextRenderFlags.GetPreferredSizes; // Set Text to not Render and exit early once we have new width values.
if (m_enableAutoSizing)
{
m_fontSize = m_fontSizeMax;
}
// Set Margins to Infinity
m_marginWidth = k_LargePositiveFloat;
m_marginHeight = k_LargePositiveFloat;
if (m_isInputParsingRequired || m_isTextTruncated)
ParseInputText();
GenerateTextMesh();
m_renderMode = TextRenderFlags.Render;
//m_preferredWidth = (int)m_preferredWidth + 1f;
ComputeMarginSize();
//Debug.Log("Preferred Width: " + m_preferredWidth + " Margin Width: " + m_marginWidth + " Preferred Height: " + m_preferredHeight + " Margin Height: " + m_marginHeight + " Rendered Width: " + m_renderedWidth + " Height: " + m_renderedHeight + " RectTransform Width: " + m_rectTransform.rect);
m_isLayoutDirty = true;
}
}
public void CalculateLayoutInputVertical()
{
//Debug.Log("*** CalculateLayoutInputVertical() ***");
// Check if object is active
if (!this.gameObject.activeInHierarchy) // || IsRectTransformDriven == false)
return;
//IsRectTransformDriven = true;
if (m_isCalculateSizeRequired || m_rectTransform.hasChanged)
{
//Debug.Log("Calculating Layout InputVertical");
//m_LayoutPhase = AutoLayoutPhase.Vertical;
//m_isRebuildingLayout = true;
m_minHeight = 0;
m_flexibleHeight = 0;
//m_renderMode = TextRenderFlags.GetPreferredSizes;
if (m_enableAutoSizing)
{
m_currentAutoSizeMode = true;
m_enableAutoSizing = false;
}
m_marginHeight = k_LargePositiveFloat;
GenerateTextMesh();
m_enableAutoSizing = m_currentAutoSizeMode;
m_renderMode = TextRenderFlags.Render;
//m_preferredHeight = (int)m_preferredHeight + 1f;
ComputeMarginSize();
//Debug.Log("Preferred Height: " + m_preferredHeight + " Margin Height: " + m_marginHeight + " Preferred Width: " + m_preferredWidth + " Margin Width: " + m_marginWidth + " Rendered Width: " + m_renderedWidth + " Height: " + m_renderedHeight + " RectTransform Width: " + m_rectTransform.rect);
m_isLayoutDirty = true;
}
m_isCalculateSizeRequired = false;
}
}
}