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//--------------------------------------------------------------------------------------------------------------------------------
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// Cartoon FX
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// (c) 2012-2020 Jean Moreno
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//--------------------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace CartoonFX
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{
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[RequireComponent(typeof(ParticleSystem))]
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public class CFXR_ParticleText_Runtime : MonoBehaviour
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{
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[Header("Text")]
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public string text;
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public float size = 1f;
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public float letterSpacing = 0.44f;
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[Header("Colors")]
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public Color backgroundColor = new Color(0, 0, 0, 1);
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public Color color1 = new Color(1, 1, 1, 1);
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public Color color2 = new Color(0, 0, 1, 1);
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[Header("Delay")]
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public float delay = 0.05f;
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public bool cumulativeDelay = false;
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[Range(0f, 2f)] public float compensateLifetime = 0;
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[Header("Misc")]
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public float lifetimeMultiplier = 1f;
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[Range(-90f, 90f)] public float rotation = -5f;
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public float sortingFudgeOffset = 0.1f;
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public CFXR_ParticleTextFontAsset font;
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#if UNITY_EDITOR
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void OnValidate()
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{
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this.hideFlags = HideFlags.None;
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if (text == null || font == null)
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{
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return;
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}
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// parse text to only allow valid characters
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List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
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allowed.Add(' ');
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var chars = text.ToUpperInvariant().ToCharArray();
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string newText = "";
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foreach (var c in chars)
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{
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if (allowed.Contains(c))
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{
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newText += c;
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}
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}
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text = newText;
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// prevent negative or 0 size
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size = Mathf.Max(0.001f, size);
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}
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#endif
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void Awake()
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{
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InitializeFirstParticle();
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}
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float baseLifetime;
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float baseScaleX;
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float baseScaleY;
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float baseScaleZ;
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Vector3 basePivot;
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public void InitializeFirstParticle()
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{
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if (this.transform.childCount == 0)
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{
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Debug.LogError("CFXR_ParticleText_Runtime requires a child with a Particle System component to act as the model for other letters.");
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return;
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}
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var particleSystem = this.transform.GetChild(0).GetComponent<ParticleSystem>();
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baseLifetime = particleSystem.main.startLifetime.constant;
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baseScaleX = particleSystem.main.startSizeXMultiplier;
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baseScaleY = particleSystem.main.startSizeYMultiplier;
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baseScaleZ = particleSystem.main.startSizeZMultiplier;
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basePivot = particleSystem.GetComponent<ParticleSystemRenderer>().pivot;
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}
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public void GenerateText(string text)
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{
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if (text == null || font == null || !font.IsValid())
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{
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return;
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}
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if (this.transform.childCount == 0)
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{
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Debug.LogError("CFXR_ParticleText_Runtime requires a child with a Particle System component to act as the model for other letters.");
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return;
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}
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// process text and calculate total width offset
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float totalWidth = 0f;
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int charCount = 0;
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for (int i = 0; i < text.Length; i++)
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{
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if (char.IsWhiteSpace(text[i]))
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{
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if (i > 0)
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{
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totalWidth += letterSpacing * size;
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}
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}
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else
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{
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charCount++;
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if (i > 0)
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{
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int index = font.CharSequence.IndexOf(text[i]);
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var sprite = font.CharSprites[index];
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float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
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totalWidth += (charWidth * 0.01f + letterSpacing) * size;
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}
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}
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}
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#if UNITY_EDITOR
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// delete all children in editor, to make sure we refresh the particle systems based on the first one
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if (!Application.isPlaying)
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{
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int length = this.transform.childCount;
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int overflow = 0;
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while (this.transform.childCount > 1)
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{
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Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
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overflow++;
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if (overflow > 1000)
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{
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// just in case...
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Debug.LogError("Overflow!");
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break;
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}
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}
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}
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#endif
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// calculate needed instantiations
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int childCount = this.transform.childCount - 1; // first one is the particle source and always deactivated
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if (childCount < charCount)
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{
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// instantiate new letter GameObjects if needed
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GameObject model = this.transform.GetChild(0).gameObject;
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for (int i = childCount; i < charCount; i++)
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{
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var newLetter = Instantiate(model);
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newLetter.transform.SetParent(this.transform);
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newLetter.transform.localPosition = Vector3.zero;
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newLetter.transform.localRotation = Quaternion.identity;
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}
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}
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// update each letter
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float offset = totalWidth / 2f;
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totalWidth = 0f;
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int currentChild = 0;
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for (int i = 0; i < text.Length; i++)
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{
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var letter = text[i];
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if (char.IsWhiteSpace(letter))
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{
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totalWidth += letterSpacing * size;
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}
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else
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{
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currentChild++;
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int index = font.CharSequence.IndexOf(text[i]);
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var sprite = font.CharSprites[index];
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// calculate char particle size ratio
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var ratio = size * sprite.rect.width / 50f;
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// calculate char position
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totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
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var position = (totalWidth-offset)/ratio;
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float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
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totalWidth += (charWidth * 0.01f + letterSpacing) * size;
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// update particle system for this letter
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var letterObj = this.transform.GetChild(currentChild).gameObject;
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letterObj.name = letter.ToString();
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var particleSystem = letterObj.GetComponent<ParticleSystem>();
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var mainModule = particleSystem.main;
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mainModule.startSizeXMultiplier = baseScaleX * ratio;
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mainModule.startSizeYMultiplier = baseScaleY * ratio;
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mainModule.startSizeZMultiplier = baseScaleZ * ratio;
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particleSystem.textureSheetAnimation.SetSprite(0, sprite);
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mainModule.startRotation = Mathf.Deg2Rad * rotation;
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mainModule.startColor = backgroundColor;
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var customData = particleSystem.customData;
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customData.enabled = true;
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customData.SetColor(ParticleSystemCustomData.Custom1, color1);
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customData.SetColor(ParticleSystemCustomData.Custom2, color2);
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if (cumulativeDelay)
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{
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mainModule.startDelay = delay * i;
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mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length-i)), compensateLifetime);
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}
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else
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{
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mainModule.startDelay = delay;
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}
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mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
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// particle system renderer parameters
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var particleRenderer = particleSystem.GetComponent<ParticleSystemRenderer>();
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particleRenderer.enabled = true;
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particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
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particleRenderer.sortingFudge += i * sortingFudgeOffset;
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}
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}
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// set active state for needed letter only
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for (int i = 1, l = this.transform.childCount; i < l; i++)
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{
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this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
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}
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// play all
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this.GetComponent<ParticleSystem>().Play(true);
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(CFXR_ParticleText_Runtime))]
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public class ParticleTextRuntimeEditor : Editor
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{
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CFXR_ParticleText_Runtime castTarget { get { return (CFXR_ParticleText_Runtime)this.target; } }
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GUIContent UpdateTextLabel = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
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public override void OnInspectorGUI()
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{
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var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
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if (prefab != PrefabInstanceStatus.NotAPrefab)
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{
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EditorGUILayout.HelpBox("Cartoon FX Particle Text doesn't work on Prefab Instances, as it needs to destroy/create children GameObjects.\nYou can right-click on the object, and select \"Unpack Prefab Completely\" to make it an independent Game Object.",
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MessageType.Warning);
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return;
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}
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base.OnInspectorGUI();
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GUILayout.Space(8);
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button(UpdateTextLabel, GUILayout.Height(30)))
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{
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castTarget.InitializeFirstParticle();
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castTarget.GenerateText(castTarget.text);
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}
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GUILayout.EndHorizontal();
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}
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}
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#endif
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}
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