StartCoroutine函数不适用于android,但适用于Unity和Mac

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

  1. 始终在Unity编辑器和Mac中工作
  2. 在Unity和Android上与简单的Text而不是InputField一起使用时可以工作
  3. 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!

cszy168 回答:StartCoroutine函数不适用于android,但适用于Unity和Mac

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