horiaci_drak/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs

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2022-04-27 19:17:33 +02:00
using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class TextConsoleSimulator : MonoBehaviour
{
private TMP_Text m_TextComponent;
private bool hasTextChanged;
void Awake()
{
m_TextComponent = gameObject.GetComponent<TMP_Text>();
}
void Start()
{
StartCoroutine(RevealCharacters(m_TextComponent));
//StartCoroutine(RevealWords(m_TextComponent));
}
void OnEnable()
{
// Subscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
void OnDisable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
// Event received when the text object has changed.
void ON_TEXT_CHANGED(Object obj)
{
hasTextChanged = true;
}
/// <summary>
/// Method revealing the text one character at a time.
/// </summary>
/// <returns></returns>
IEnumerator RevealCharacters(TMP_Text textComponent)
{
textComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = textComponent.textInfo;
int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object
int visibleCount = 0;
while (true)
{
if (hasTextChanged)
{
totalVisibleCharacters = textInfo.characterCount; // Update visible character count.
hasTextChanged = false;
}
if (visibleCount > totalVisibleCharacters)
{
yield return new WaitForSeconds(1.0f);
visibleCount = 0;
}
textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
visibleCount += 1;
yield return null;
}
}
/// <summary>
/// Method revealing the text one word at a time.
/// </summary>
/// <returns></returns>
IEnumerator RevealWords(TMP_Text textComponent)
{
textComponent.ForceMeshUpdate();
int totalWordCount = textComponent.textInfo.wordCount;
int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object
int counter = 0;
int currentWord = 0;
int visibleCount = 0;
while (true)
{
currentWord = counter % (totalWordCount + 1);
// Get last character index for the current word.
if (currentWord == 0) // Display no words.
visibleCount = 0;
else if (currentWord < totalWordCount) // Display all other words with the exception of the last one.
visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1;
else if (currentWord == totalWordCount) // Display last word and all remaining characters.
visibleCount = totalVisibleCharacters;
textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
// Once the last character has been revealed, wait 1.0 second and start over.
if (visibleCount >= totalVisibleCharacters)
{
yield return new WaitForSeconds(1.0f);
}
counter += 1;
yield return new WaitForSeconds(0.1f);
}
}
}
}