Super Knight : Enter the Dungeon
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//--------------------------------------------------------------------------------------------------------------------------------
// Cartoon FX
// (c) 2012-2020 Jean Moreno
//--------------------------------------------------------------------------------------------------------------------------------
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace CartoonFX
{
[RequireComponent(typeof(ParticleSystem))]
public class CFXR_ParticleText_Runtime : MonoBehaviour
{
[Header("Text")]
public string text;
public float size = 1f;
public float letterSpacing = 0.44f;
[Header("Colors")]
public Color backgroundColor = new Color(0, 0, 0, 1);
public Color color1 = new Color(1, 1, 1, 1);
public Color color2 = new Color(0, 0, 1, 1);
[Header("Delay")]
public float delay = 0.05f;
public bool cumulativeDelay = false;
[Range(0f, 2f)] public float compensateLifetime = 0;
[Header("Misc")]
public float lifetimeMultiplier = 1f;
[Range(-90f, 90f)] public float rotation = -5f;
public float sortingFudgeOffset = 0.1f;
public CFXR_ParticleTextFontAsset font;
#if UNITY_EDITOR
void OnValidate()
{
this.hideFlags = HideFlags.None;
if (text == null || font == null)
{
return;
}
// parse text to only allow valid characters
List<char> allowed = new List<char>(font.CharSequence.ToCharArray());
allowed.Add(' ');
var chars = text.ToUpperInvariant().ToCharArray();
string newText = "";
foreach (var c in chars)
{
if (allowed.Contains(c))
{
newText += c;
}
}
text = newText;
// prevent negative or 0 size
size = Mathf.Max(0.001f, size);
}
#endif
void Awake()
{
InitializeFirstParticle();
}
float baseLifetime;
float baseScaleX;
float baseScaleY;
float baseScaleZ;
Vector3 basePivot;
public void InitializeFirstParticle()
{
if (this.transform.childCount == 0)
{
Debug.LogError("CFXR_ParticleText_Runtime requires a child with a Particle System component to act as the model for other letters.");
return;
}
var particleSystem = this.transform.GetChild(0).GetComponent<ParticleSystem>();
baseLifetime = particleSystem.main.startLifetime.constant;
baseScaleX = particleSystem.main.startSizeXMultiplier;
baseScaleY = particleSystem.main.startSizeYMultiplier;
baseScaleZ = particleSystem.main.startSizeZMultiplier;
basePivot = particleSystem.GetComponent<ParticleSystemRenderer>().pivot;
}
public void GenerateText(string text)
{
if (text == null || font == null || !font.IsValid())
{
return;
}
if (this.transform.childCount == 0)
{
Debug.LogError("CFXR_ParticleText_Runtime requires a child with a Particle System component to act as the model for other letters.");
return;
}
// process text and calculate total width offset
float totalWidth = 0f;
int charCount = 0;
for (int i = 0; i < text.Length; i++)
{
if (char.IsWhiteSpace(text[i]))
{
if (i > 0)
{
totalWidth += letterSpacing * size;
}
}
else
{
charCount++;
if (i > 0)
{
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post + font.CharKerningOffsets[index].pre;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
}
}
}
#if UNITY_EDITOR
// delete all children in editor, to make sure we refresh the particle systems based on the first one
if (!Application.isPlaying)
{
int length = this.transform.childCount;
int overflow = 0;
while (this.transform.childCount > 1)
{
Object.DestroyImmediate(this.transform.GetChild(this.transform.childCount - 1).gameObject);
overflow++;
if (overflow > 1000)
{
// just in case...
Debug.LogError("Overflow!");
break;
}
}
}
#endif
// calculate needed instantiations
int childCount = this.transform.childCount - 1; // first one is the particle source and always deactivated
if (childCount < charCount)
{
// instantiate new letter GameObjects if needed
GameObject model = this.transform.GetChild(0).gameObject;
for (int i = childCount; i < charCount; i++)
{
var newLetter = Instantiate(model);
newLetter.transform.SetParent(this.transform);
newLetter.transform.localPosition = Vector3.zero;
newLetter.transform.localRotation = Quaternion.identity;
}
}
// update each letter
float offset = totalWidth / 2f;
totalWidth = 0f;
int currentChild = 0;
for (int i = 0; i < text.Length; i++)
{
var letter = text[i];
if (char.IsWhiteSpace(letter))
{
totalWidth += letterSpacing * size;
}
else
{
currentChild++;
int index = font.CharSequence.IndexOf(text[i]);
var sprite = font.CharSprites[index];
// calculate char particle size ratio
var ratio = size * sprite.rect.width / 50f;
// calculate char position
totalWidth += font.CharKerningOffsets[index].pre * 0.01f * size;
var position = (totalWidth-offset)/ratio;
float charWidth = sprite.rect.width + font.CharKerningOffsets[index].post;
totalWidth += (charWidth * 0.01f + letterSpacing) * size;
// update particle system for this letter
var letterObj = this.transform.GetChild(currentChild).gameObject;
letterObj.name = letter.ToString();
var particleSystem = letterObj.GetComponent<ParticleSystem>();
var mainModule = particleSystem.main;
mainModule.startSizeXMultiplier = baseScaleX * ratio;
mainModule.startSizeYMultiplier = baseScaleY * ratio;
mainModule.startSizeZMultiplier = baseScaleZ * ratio;
particleSystem.textureSheetAnimation.SetSprite(0, sprite);
mainModule.startRotation = Mathf.Deg2Rad * rotation;
mainModule.startColor = backgroundColor;
var customData = particleSystem.customData;
customData.enabled = true;
customData.SetColor(ParticleSystemCustomData.Custom1, color1);
customData.SetColor(ParticleSystemCustomData.Custom2, color2);
if (cumulativeDelay)
{
mainModule.startDelay = delay * i;
mainModule.startLifetime = Mathf.LerpUnclamped(baseLifetime, baseLifetime + (delay * (text.Length-i)), compensateLifetime);
}
else
{
mainModule.startDelay = delay;
}
mainModule.startLifetime = mainModule.startLifetime.constant * lifetimeMultiplier;
// particle system renderer parameters
var particleRenderer = particleSystem.GetComponent<ParticleSystemRenderer>();
particleRenderer.enabled = true;
particleRenderer.pivot = new Vector3(basePivot.x + position, basePivot.y, basePivot.z);
particleRenderer.sortingFudge += i * sortingFudgeOffset;
}
}
// set active state for needed letter only
for (int i = 1, l = this.transform.childCount; i < l; i++)
{
this.transform.GetChild(i).gameObject.SetActive(i <= charCount);
}
// play all
this.GetComponent<ParticleSystem>().Play(true);
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(CFXR_ParticleText_Runtime))]
public class ParticleTextRuntimeEditor : Editor
{
CFXR_ParticleText_Runtime castTarget { get { return (CFXR_ParticleText_Runtime)this.target; } }
GUIContent UpdateTextLabel = new GUIContent(" Update Text ", "Regenerate the text and create new letter GameObjects if needed.");
public override void OnInspectorGUI()
{
var prefab = PrefabUtility.GetPrefabInstanceStatus(target);
if (prefab != PrefabInstanceStatus.NotAPrefab)
{
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.",
MessageType.Warning);
return;
}
base.OnInspectorGUI();
GUILayout.Space(8);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button(UpdateTextLabel, GUILayout.Height(30)))
{
castTarget.InitializeFirstParticle();
castTarget.GenerateText(castTarget.text);
}
GUILayout.EndHorizontal();
}
}
#endif
}