我正在尝试使用以下代码在Unity场景中的InputField
中弯曲文本。
using UnityEngine;
using System.Collections;
using TMPro;
public class TextWarper : MonoBehaviour
{
private TMP_Text m_TextComponent;
public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0,0),new Keyframe(0.25f,2.0f),new Keyframe(0.5f,new Keyframe(0.75f,new Keyframe(1,0f));
public float AngleMultiplier = 1.0f;
public float SpeedMultiplier = 1.0f;
public float CurveScale = 1.0f;
void Awake()
{
m_TextComponent = gameObject.getcomponent<TMP_Text>();
}
void Start()
{
StartCoroutine(WarpText());
}
private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
{
AnimationCurve newCurve = new AnimationCurve();
newCurve.keys = curve.keys;
return newCurve;
}
IEnumerator WarpText()
{
VertexCurve.preWrapMode = WrapMode.Clamp;
VertexCurve.postWrapMode = WrapMode.Clamp;
//Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh;
Vector3[] vertices;
Matrix4x4 matrix;
m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated.
CurveScale *= 10;
float old_CurveScale = CurveScale;
AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
while (true)
{
if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value)
{
yield return null;
continue;
}
old_CurveScale = CurveScale;
old_curve = CopyAnimationCurve(VertexCurve);
m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate.
TMP_TextInfo textInfo = m_TextComponent.textInfo;
int characterCount = textInfo.characterCount;
if (characterCount == 0) continue;
//vertices = textInfo.meshInfo[0].vertices;
//int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex;
float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x;
float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x;
for (int i = 0; i < characterCount; i++)
{
if (!textInfo.characterInfo[i].isVisible)
continue;
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
// Get the index of the mesh used by this character.
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
vertices = textInfo.meshInfo[materialIndex].vertices;
// Compute the baseline mid point for each character
Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2,textInfo.characterInfo[i].baseLine);
//float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f,0.25f);
// Apply offset to adjust our pivot point.
vertices[vertexIndex + 0] += -offsetToMidBaseline;
vertices[vertexIndex + 1] += -offsetToMidBaseline;
vertices[vertexIndex + 2] += -offsetToMidBaseline;
vertices[vertexIndex + 3] += -offsetToMidBaseline;
// Compute the angle of rotation for each character based on the animation curve
float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh.
float x1 = x0 + 0.0001f;
float y0 = VertexCurve.Evaluate(x0) * CurveScale;
float y1 = VertexCurve.Evaluate(x1) * CurveScale;
Vector3 horizontal = new Vector3(1,0);
//Vector3 normal = new Vector3(-(y1 - y0),(x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x,0);
Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX,y1) - new Vector3(offsetToMidBaseline.x,y0);
float dot = Mathf.Acos(Vector3.Dot(horizontal,tangent.normalized)) * 57.2957795f;
Vector3 cross = Vector3.Cross(horizontal,tangent);
float angle = cross.z > 0 ? dot : 360 - dot;
matrix = Matrix4x4.TRS(new Vector3(0,y0,Quaternion.Euler(0,angle),Vector3.one);
vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
vertices[vertexIndex + 0] += offsetToMidBaseline;
vertices[vertexIndex + 1] += offsetToMidBaseline;
vertices[vertexIndex + 2] += offsetToMidBaseline;
vertices[vertexIndex + 3] += offsetToMidBaseline;
}
// Upload the mesh with the revised information
m_TextComponent.UpdateVertexData();
yield return new WaitForSeconds(0.025f);
}
}
}
在这种情况下,代码可以正常工作
- 始终在Unity编辑器和Mac中工作
- 在Unity和Android上与简单的Text而不是InputField一起使用时可以工作
- 在Android上也可以使用,当我在文本上调用另一个函数时,说完输入后说在Android上使其变为粗体或斜体。
我无法理解为什么在这种情况下它可以工作,但是当我在Android设备上的“输入”字段中键入文本时,它不起作用(但在相同情况下在Unity和Mac中也可以)。该网站上有一个类似的问题,但我认为它解决了另一个问题。有人可以提出建议吗?谢谢!