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- using UnityEngine;
- using System.Collections;
- namespace TMPro.Examples
- {
- public class TextMeshProFloatingText : MonoBehaviour
- {
- public Font TheFont;
- private GameObject m_floatingText;
- private TextMeshPro m_textMeshPro;
- private TextMesh m_textMesh;
- private Transform m_transform;
- private Transform m_floatingText_Transform;
- private Transform m_cameraTransform;
- Vector3 lastPOS = Vector3.zero;
- Quaternion lastRotation = Quaternion.identity;
- public int SpawnType;
- public bool IsTextObjectScaleStatic;
- //private int m_frame = 0;
- static WaitForEndOfFrame k_WaitForEndOfFrame = new WaitForEndOfFrame();
- static WaitForSeconds[] k_WaitForSecondsRandom = new WaitForSeconds[]
- {
- new WaitForSeconds(0.05f), new WaitForSeconds(0.1f), new WaitForSeconds(0.15f), new WaitForSeconds(0.2f), new WaitForSeconds(0.25f),
- new WaitForSeconds(0.3f), new WaitForSeconds(0.35f), new WaitForSeconds(0.4f), new WaitForSeconds(0.45f), new WaitForSeconds(0.5f),
- new WaitForSeconds(0.55f), new WaitForSeconds(0.6f), new WaitForSeconds(0.65f), new WaitForSeconds(0.7f), new WaitForSeconds(0.75f),
- new WaitForSeconds(0.8f), new WaitForSeconds(0.85f), new WaitForSeconds(0.9f), new WaitForSeconds(0.95f), new WaitForSeconds(1.0f),
- };
- void Awake()
- {
- m_transform = transform;
- m_floatingText = new GameObject(this.name + " floating text");
- // Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform.
- //m_floatingText_Transform = m_floatingText.transform;
- //m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
- m_cameraTransform = Camera.main.transform;
- }
- void Start()
- {
- if (SpawnType == 0)
- {
- // TextMesh Pro Implementation
- m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
- m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3);
- m_floatingText_Transform = m_floatingText.transform;
- m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
- //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
- //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material;
- m_textMeshPro.alignment = TextAlignmentOptions.Center;
- m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
- m_textMeshPro.fontSize = 24;
- //m_textMeshPro.enableExtraPadding = true;
- //m_textMeshPro.enableShadows = false;
- m_textMeshPro.enableKerning = false;
- m_textMeshPro.text = string.Empty;
- m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
- StartCoroutine(DisplayTextMeshProFloatingText());
- }
- else if (SpawnType == 1)
- {
- //Debug.Log("Spawning TextMesh Objects.");
- m_floatingText_Transform = m_floatingText.transform;
- m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
- m_textMesh = m_floatingText.AddComponent<TextMesh>();
- m_textMesh.font = Resources.Load<Font>("Fonts/ARIAL");
- m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
- m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
- m_textMesh.anchor = TextAnchor.LowerCenter;
- m_textMesh.fontSize = 24;
- StartCoroutine(DisplayTextMeshFloatingText());
- }
- else if (SpawnType == 2)
- {
- }
- }
- //void Update()
- //{
- // if (SpawnType == 0)
- // {
- // m_textMeshPro.SetText("{0}", m_frame);
- // }
- // else
- // {
- // m_textMesh.text = m_frame.ToString();
- // }
- // m_frame = (m_frame + 1) % 1000;
- //}
- public IEnumerator DisplayTextMeshProFloatingText()
- {
- float CountDuration = 2.0f; // How long is the countdown alive.
- float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
- float current_Count = starting_Count;
- Vector3 start_pos = m_floatingText_Transform.position;
- Color32 start_color = m_textMeshPro.color;
- float alpha = 255;
- int int_counter = 0;
- float fadeDuration = 3 / starting_Count * CountDuration;
- while (current_Count > 0)
- {
- current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
- if (current_Count <= 3)
- {
- //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
- alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
- }
- int_counter = (int)current_Count;
- m_textMeshPro.text = int_counter.ToString();
- //m_textMeshPro.SetText("{0}", (int)current_Count);
- m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
- // Move the floating text upward each update
- m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
- // Align floating text perpendicular to Camera.
- if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
- {
- lastPOS = m_cameraTransform.position;
- lastRotation = m_cameraTransform.rotation;
- m_floatingText_Transform.rotation = lastRotation;
- Vector3 dir = m_transform.position - lastPOS;
- m_transform.forward = new Vector3(dir.x, 0, dir.z);
- }
- yield return k_WaitForEndOfFrame;
- }
- //Debug.Log("Done Counting down.");
- yield return k_WaitForSecondsRandom[Random.Range(0, 19)];
- m_floatingText_Transform.position = start_pos;
- StartCoroutine(DisplayTextMeshProFloatingText());
- }
- public IEnumerator DisplayTextMeshFloatingText()
- {
- float CountDuration = 2.0f; // How long is the countdown alive.
- float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
- float current_Count = starting_Count;
- Vector3 start_pos = m_floatingText_Transform.position;
- Color32 start_color = m_textMesh.color;
- float alpha = 255;
- int int_counter = 0;
- float fadeDuration = 3 / starting_Count * CountDuration;
- while (current_Count > 0)
- {
- current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
- if (current_Count <= 3)
- {
- //Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
- alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
- }
- int_counter = (int)current_Count;
- m_textMesh.text = int_counter.ToString();
- //Debug.Log("Current Count:" + current_Count.ToString("f2"));
- m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
- // Move the floating text upward each update
- m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
- // Align floating text perpendicular to Camera.
- if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
- {
- lastPOS = m_cameraTransform.position;
- lastRotation = m_cameraTransform.rotation;
- m_floatingText_Transform.rotation = lastRotation;
- Vector3 dir = m_transform.position - lastPOS;
- m_transform.forward = new Vector3(dir.x, 0, dir.z);
- }
- yield return k_WaitForEndOfFrame;
- }
- //Debug.Log("Done Counting down.");
- yield return k_WaitForSecondsRandom[Random.Range(0, 20)];
- m_floatingText_Transform.position = start_pos;
- StartCoroutine(DisplayTextMeshFloatingText());
- }
- }
- }
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