548 lines
24 KiB
C#
548 lines
24 KiB
C#
using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using System.Collections;
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using System.Collections.Generic;
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#pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available.
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namespace TMPro.Examples
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{
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public class TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler
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{
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public RectTransform TextPopup_Prefab_01;
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private RectTransform m_TextPopup_RectTransform;
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private TextMeshProUGUI m_TextPopup_TMPComponent;
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private const string k_LinkText = "You have selected link <#ffff00>";
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private const string k_WordText = "Word Index: <#ffff00>";
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private TextMeshProUGUI m_TextMeshPro;
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private Canvas m_Canvas;
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private Camera m_Camera;
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// Flags
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private bool isHoveringObject;
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private int m_selectedWord = -1;
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private int m_selectedLink = -1;
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private int m_lastIndex = -1;
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private Matrix4x4 m_matrix;
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private TMP_MeshInfo[] m_cachedMeshInfoVertexData;
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void Awake()
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{
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m_TextMeshPro = gameObject.GetComponent<TextMeshProUGUI>();
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m_Canvas = gameObject.GetComponentInParent<Canvas>();
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// Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay.
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if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay)
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m_Camera = null;
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else
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m_Camera = m_Canvas.worldCamera;
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// Create pop-up text object which is used to show the link information.
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m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform;
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m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false);
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m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren<TextMeshProUGUI>();
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m_TextPopup_RectTransform.gameObject.SetActive(false);
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}
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void OnEnable()
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{
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// Subscribe to event fired when text object has been regenerated.
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
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}
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void OnDisable()
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{
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// UnSubscribe to event fired when text object has been regenerated.
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
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}
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void ON_TEXT_CHANGED(Object obj)
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{
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if (obj == m_TextMeshPro)
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{
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// Update cached vertex data.
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m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData();
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}
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}
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void LateUpdate()
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{
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if (isHoveringObject)
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{
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// Check if Mouse Intersects any of the characters. If so, assign a random color.
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#region Handle Character Selection
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int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
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// Undo Swap and Vertex Attribute changes.
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if (charIndex == -1 || charIndex != m_lastIndex)
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{
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RestoreCachedVertexAttributes(m_lastIndex);
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m_lastIndex = -1;
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}
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if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
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{
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m_lastIndex = charIndex;
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// Get the index of the material / sub text object used by this character.
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int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex;
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// Get the index of the first vertex of the selected character.
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int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
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// Get a reference to the vertices array.
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Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;
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// Determine the center point of the character.
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Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2;
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// Need to translate all 4 vertices of the character to aligned with middle of character / baseline.
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// This is needed so the matrix TRS is applied at the origin for each character.
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Vector3 offset = charMidBasline;
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// Translate the character to the middle baseline.
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vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset;
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vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset;
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vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset;
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vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset;
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float zoomFactor = 1.5f;
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// Setup the Matrix for the scale change.
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m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor);
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// Apply Matrix operation on the given character.
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vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]);
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vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]);
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vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]);
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vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]);
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// Translate the character back to its original position.
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vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset;
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vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset;
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vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset;
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vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset;
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// Change Vertex Colors of the highlighted character
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Color32 c = new Color32(255, 255, 192, 255);
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// Get a reference to the vertex color
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Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
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vertexColors[vertexIndex + 0] = c;
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vertexColors[vertexIndex + 1] = c;
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vertexColors[vertexIndex + 2] = c;
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vertexColors[vertexIndex + 3] = c;
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// Get a reference to the meshInfo of the selected character.
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TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex];
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// Get the index of the last character's vertex attributes.
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int lastVertexIndex = vertices.Length - 4;
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// Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays.
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// We do this to make sure this character is rendered last and over other characters.
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meshInfo.SwapVertexData(vertexIndex, lastVertexIndex);
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// Need to update the appropriate
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m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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}
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#endregion
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#region Word Selection Handling
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//Check if Mouse intersects any words and if so assign a random color to that word.
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int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);
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// Clear previous word selection.
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if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
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{
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TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
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// Iterate through each of the characters of the word.
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for (int i = 0; i < wInfo.characterCount; i++)
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{
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int characterIndex = wInfo.firstCharacterIndex + i;
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// Get the index of the material / sub text object used by this character.
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int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
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// Get the index of the first vertex of this character.
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int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
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// Get a reference to the vertex color
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Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
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Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f);
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vertexColors[vertexIndex + 0] = c;
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vertexColors[vertexIndex + 1] = c;
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vertexColors[vertexIndex + 2] = c;
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vertexColors[vertexIndex + 3] = c;
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}
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// Update Geometry
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m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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m_selectedWord = -1;
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}
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// Word Selection Handling
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if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)))
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{
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m_selectedWord = wordIndex;
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TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
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// Iterate through each of the characters of the word.
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for (int i = 0; i < wInfo.characterCount; i++)
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{
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int characterIndex = wInfo.firstCharacterIndex + i;
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// Get the index of the material / sub text object used by this character.
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int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex;
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int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex;
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// Get a reference to the vertex color
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Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32;
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Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f);
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vertexColors[vertexIndex + 0] = c;
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vertexColors[vertexIndex + 1] = c;
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vertexColors[vertexIndex + 2] = c;
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vertexColors[vertexIndex + 3] = c;
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}
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// Update Geometry
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m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
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}
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#endregion
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#region Example of Link Handling
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// Check if mouse intersects with any links.
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int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
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// Clear previous link selection if one existed.
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if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink)
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{
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m_TextPopup_RectTransform.gameObject.SetActive(false);
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m_selectedLink = -1;
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}
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// Handle new Link selection.
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if (linkIndex != -1 && linkIndex != m_selectedLink)
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{
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m_selectedLink = linkIndex;
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TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
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// Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text.
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Vector3 worldPointInRectangle;
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RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle);
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switch (linkInfo.GetLinkID())
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{
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case "id_01": // 100041637: // id_01
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m_TextPopup_RectTransform.position = worldPointInRectangle;
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m_TextPopup_RectTransform.gameObject.SetActive(true);
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m_TextPopup_TMPComponent.text = k_LinkText + " ID 01";
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break;
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case "id_02": // 100041638: // id_02
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m_TextPopup_RectTransform.position = worldPointInRectangle;
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m_TextPopup_RectTransform.gameObject.SetActive(true);
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m_TextPopup_TMPComponent.text = k_LinkText + " ID 02";
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break;
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}
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}
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#endregion
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}
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else
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{
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// Restore any character that may have been modified
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if (m_lastIndex != -1)
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{
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RestoreCachedVertexAttributes(m_lastIndex);
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m_lastIndex = -1;
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}
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}
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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//Debug.Log("OnPointerEnter()");
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isHoveringObject = true;
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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//Debug.Log("OnPointerExit()");
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isHoveringObject = false;
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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//Debug.Log("Click at POS: " + eventData.position + " World POS: " + eventData.worldPosition);
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// Check if Mouse Intersects any of the characters. If so, assign a random color.
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#region Character Selection Handling
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/*
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int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true);
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if (charIndex != -1 && charIndex != m_lastIndex)
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{
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//Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position);
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m_lastIndex = charIndex;
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Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
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int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex;
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UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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uiVertices[vertexIndex + 0].color = c;
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uiVertices[vertexIndex + 1].color = c;
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uiVertices[vertexIndex + 2].color = c;
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uiVertices[vertexIndex + 3].color = c;
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m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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}
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*/
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#endregion
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#region Word Selection Handling
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//Check if Mouse intersects any words and if so assign a random color to that word.
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/*
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int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera);
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// Clear previous word selection.
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if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord))
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{
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TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord];
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// Get a reference to the uiVertices array.
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UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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// Iterate through each of the characters of the word.
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for (int i = 0; i < wInfo.characterCount; i++)
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{
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int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
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Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f);
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uiVertices[vertexIndex + 0].color = c;
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uiVertices[vertexIndex + 1].color = c;
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uiVertices[vertexIndex + 2].color = c;
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uiVertices[vertexIndex + 3].color = c;
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}
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m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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m_selectedWord = -1;
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}
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// Handle word selection
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if (wordIndex != -1 && wordIndex != m_selectedWord)
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{
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m_selectedWord = wordIndex;
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TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex];
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// Get a reference to the uiVertices array.
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UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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// Iterate through each of the characters of the word.
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for (int i = 0; i < wInfo.characterCount; i++)
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{
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int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex;
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Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f);
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uiVertices[vertexIndex + 0].color = c;
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uiVertices[vertexIndex + 1].color = c;
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uiVertices[vertexIndex + 2].color = c;
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uiVertices[vertexIndex + 3].color = c;
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}
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m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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}
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*/
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#endregion
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#region Link Selection Handling
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/*
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// Check if Mouse intersects any words and if so assign a random color to that word.
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int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera);
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if (linkIndex != -1)
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{
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TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex];
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int linkHashCode = linkInfo.hashCode;
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//Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02"));
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switch (linkHashCode)
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{
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case 291445: // id_01
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if (m_LinkObject01 == null)
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m_LinkObject01 = Instantiate(Link_01_Prefab);
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else
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{
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m_LinkObject01.gameObject.SetActive(true);
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}
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break;
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case 291446: // id_02
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break;
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}
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// Example of how to modify vertex attributes like colors
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#region Vertex Attribute Modification Example
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UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices;
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Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
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for (int i = 0; i < linkInfo.characterCount; i++)
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{
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TMP_CharacterInfo cInfo = m_TextMeshPro.textInfo.characterInfo[linkInfo.firstCharacterIndex + i];
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if (!cInfo.isVisible) continue; // Skip invisible characters.
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int vertexIndex = cInfo.vertexIndex;
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uiVertices[vertexIndex + 0].color = c;
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uiVertices[vertexIndex + 1].color = c;
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uiVertices[vertexIndex + 2].color = c;
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uiVertices[vertexIndex + 3].color = c;
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}
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m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length);
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#endregion
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}
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*/
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#endregion
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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//Debug.Log("OnPointerUp()");
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}
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void RestoreCachedVertexAttributes(int index)
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{
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if (index == -1 || index > m_TextMeshPro.textInfo.characterCount - 1) return;
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// Get the index of the material / sub text object used by this character.
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int materialIndex = m_TextMeshPro.textInfo.characterInfo[index].materialReferenceIndex;
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// Get the index of the first vertex of the selected character.
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int vertexIndex = m_TextMeshPro.textInfo.characterInfo[index].vertexIndex;
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// Restore Vertices
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// Get a reference to the cached / original vertices.
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Vector3[] src_vertices = m_cachedMeshInfoVertexData[materialIndex].vertices;
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// Get a reference to the vertices that we need to replace.
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Vector3[] dst_vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices;
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// Restore / Copy vertices from source to destination
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dst_vertices[vertexIndex + 0] = src_vertices[vertexIndex + 0];
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dst_vertices[vertexIndex + 1] = src_vertices[vertexIndex + 1];
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dst_vertices[vertexIndex + 2] = src_vertices[vertexIndex + 2];
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dst_vertices[vertexIndex + 3] = src_vertices[vertexIndex + 3];
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// Restore Vertex Colors
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// Get a reference to the vertex colors we need to replace.
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Color32[] dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
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// Get a reference to the cached / original vertex colors.
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Color32[] src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;
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// Copy the vertex colors from source to destination.
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dst_colors[vertexIndex + 0] = src_colors[vertexIndex + 0];
|
|
dst_colors[vertexIndex + 1] = src_colors[vertexIndex + 1];
|
|
dst_colors[vertexIndex + 2] = src_colors[vertexIndex + 2];
|
|
dst_colors[vertexIndex + 3] = src_colors[vertexIndex + 3];
|
|
|
|
// Restore UV0S
|
|
// UVS0
|
|
Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;
|
|
Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;
|
|
dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0];
|
|
dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1];
|
|
dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2];
|
|
dst_uv0s[vertexIndex + 3] = src_uv0s[vertexIndex + 3];
|
|
|
|
// UVS2
|
|
Vector2[] src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;
|
|
Vector2[] dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;
|
|
dst_uv2s[vertexIndex + 0] = src_uv2s[vertexIndex + 0];
|
|
dst_uv2s[vertexIndex + 1] = src_uv2s[vertexIndex + 1];
|
|
dst_uv2s[vertexIndex + 2] = src_uv2s[vertexIndex + 2];
|
|
dst_uv2s[vertexIndex + 3] = src_uv2s[vertexIndex + 3];
|
|
|
|
|
|
// Restore last vertex attribute as we swapped it as well
|
|
int lastIndex = (src_vertices.Length / 4 - 1) * 4;
|
|
|
|
// Vertices
|
|
dst_vertices[lastIndex + 0] = src_vertices[lastIndex + 0];
|
|
dst_vertices[lastIndex + 1] = src_vertices[lastIndex + 1];
|
|
dst_vertices[lastIndex + 2] = src_vertices[lastIndex + 2];
|
|
dst_vertices[lastIndex + 3] = src_vertices[lastIndex + 3];
|
|
|
|
// Vertex Colors
|
|
src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32;
|
|
dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32;
|
|
dst_colors[lastIndex + 0] = src_colors[lastIndex + 0];
|
|
dst_colors[lastIndex + 1] = src_colors[lastIndex + 1];
|
|
dst_colors[lastIndex + 2] = src_colors[lastIndex + 2];
|
|
dst_colors[lastIndex + 3] = src_colors[lastIndex + 3];
|
|
|
|
// UVS0
|
|
src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0;
|
|
dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0;
|
|
dst_uv0s[lastIndex + 0] = src_uv0s[lastIndex + 0];
|
|
dst_uv0s[lastIndex + 1] = src_uv0s[lastIndex + 1];
|
|
dst_uv0s[lastIndex + 2] = src_uv0s[lastIndex + 2];
|
|
dst_uv0s[lastIndex + 3] = src_uv0s[lastIndex + 3];
|
|
|
|
// UVS2
|
|
src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2;
|
|
dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2;
|
|
dst_uv2s[lastIndex + 0] = src_uv2s[lastIndex + 0];
|
|
dst_uv2s[lastIndex + 1] = src_uv2s[lastIndex + 1];
|
|
dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2];
|
|
dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3];
|
|
|
|
// Need to update the appropriate
|
|
m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All);
|
|
}
|
|
}
|
|
}
|