Mini-Games-Game/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs

158 lines
6.7 KiB
C#
Raw Normal View History

using UnityEngine;
using UnityEngine.EventSystems;
using System.Collections;
namespace TMPro.Examples
{
public class TMP_TextSelector_A : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
private TextMeshPro m_TextMeshPro;
private Camera m_Camera;
private bool m_isHoveringObject;
private int m_selectedLink = -1;
private int m_lastCharIndex = -1;
private int m_lastWordIndex = -1;
void Awake()
{
m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
m_Camera = Camera.main;
// Force generation of the text object so we have valid data to work with. This is needed since LateUpdate() will be called before the text object has a chance to generated when entering play mode.
m_TextMeshPro.ForceMeshUpdate();
}
void LateUpdate()
{
m_isHoveringObject = false;
if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextMeshPro.rectTransform, Input.mousePosition, Camera.main))
{
m_isHoveringObject = true;
}
if (m_isHoveringObject)
{
#region Example of Character Selection
int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, Camera.main, true);
if (charIndex != -1 && charIndex != m_lastCharIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
{
//Debug.Log("[" + m_TextMeshPro.textInfo.characterInfo[charIndex].character + "] has been selected.");
m_lastCharIndex = charIndex;
int meshIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
vertexColors[vertexIndex + 0] = c;
vertexColors[vertexIndex + 1] = c;
vertexColors[vertexIndex + 2] = c;
vertexColors[vertexIndex + 3] = c;
//m_TextMeshPro.mesh.colors32 = vertexColors;
m_TextMeshPro.textInfo.meshInfo[meshIndex].mesh.colors32 = vertexColors;
}
#endregion
#region Example of Link Handling
// Check if mouse intersects with any links.
int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
// Clear previous link selection if one existed.
if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink)
{
//m_TextPopup_RectTransform.gameObject.SetActive(false);
m_selectedLink = -1;
}
// Handle new Link selection.
if (linkIndex != -1 && linkIndex != m_selectedLink)
{
m_selectedLink = linkIndex;
TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
// The following provides an example of how to access the link properties.
//Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.
Vector3 worldPointInRectangle;
RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);
switch (linkInfo.GetLinkID())
{
case "id_01": // 100041637: // id_01
//m_TextPopup_RectTransform.position = worldPointInRectangle;
//m_TextPopup_RectTransform.gameObject.SetActive(true);
//m_TextPopup_TMPComponent.text = k_LinkText + " ID 01";
break;
case "id_02": // 100041638: // id_02
//m_TextPopup_RectTransform.position = worldPointInRectangle;
//m_TextPopup_RectTransform.gameObject.SetActive(true);
//m_TextPopup_TMPComponent.text = k_LinkText + " ID 02";
break;
}
}
#endregion
#region Example of Word Selection
// Check if Mouse intersects any words and if so assign a random color to that word.
int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, Camera.main);
if (wordIndex != -1 && wordIndex != m_lastWordIndex)
{
m_lastWordIndex = wordIndex;
TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
Vector3 wordPOS = m_TextMeshPro.transform.TransformPoint(m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex].bottomLeft);
wordPOS = Camera.main.WorldToScreenPoint(wordPOS);
//Debug.Log("Mouse Position: " + Input.mousePosition.ToString("f3") + " Word Position: " + wordPOS.ToString("f3"));
Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[0].colors32;
Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
for (int i = 0; i < wInfo.characterCount; i++)
{
int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
vertexColors[vertexIndex + 0] = c;
vertexColors[vertexIndex + 1] = c;
vertexColors[vertexIndex + 2] = c;
vertexColors[vertexIndex + 3] = c;
}
m_TextMeshPro.mesh.colors32 = vertexColors;
}
#endregion
}
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("OnPointerEnter()");
m_isHoveringObject = true;
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("OnPointerExit()");
m_isHoveringObject = false;
}
}
}