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February 19, 2019 09:43
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UI Canvas. Animated conversation text.
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
[RequireComponent(typeof(Text))] | |
public class AnimatedText: BaseMeshEffect | |
{ | |
[SerializeField] private float _waitBetweenLetters = .1f; | |
private CanvasRenderer _canvasRendered; | |
public event System.Action OnFinish; | |
private Mesh _mesh; | |
private List<UIVertex> original = new List<UIVertex>(); | |
private List<UIVertex> modified = new List<UIVertex>(); | |
private Text _label; | |
private bool _canWait = true; | |
public bool IsWorking { get; private set; } | |
protected override void Awake() | |
{ | |
_canvasRendered = GetComponent<CanvasRenderer>( ); | |
_mesh = new Mesh( ); | |
_label = GetComponent<Text>( ); | |
} | |
public void ForceFinish() | |
{ | |
_canWait = false; | |
} | |
public override void ModifyMesh(VertexHelper vh) | |
{ | |
if( !Application.isPlaying ) | |
return; | |
StopAllCoroutines( ); | |
vh.GetUIVertexStream( original ); | |
modified = new List<UIVertex>( original ); | |
StartCoroutine( Write( vh ) ); | |
} | |
private void HideLetters(VertexHelper vh) | |
{ | |
var lenght = original.Count; | |
var zero = Vector3.zero; | |
for( var i = 0; i < lenght; ++i ) | |
{ | |
var uiVer = modified[i]; | |
uiVer.position = zero; | |
modified[i] = uiVer; | |
} | |
vh.AddUIVertexTriangleStream( modified ); | |
vh.FillMesh( _mesh ); | |
_canvasRendered.SetMesh( _mesh ); | |
} | |
private IEnumerator Write(VertexHelper vh) | |
{ | |
IsWorking = true; | |
yield return null; | |
_canWait = true; | |
HideLetters( vh ); | |
var waitforLetter = new WaitForSeconds(this._waitBetweenLetters); | |
var lenght = original.Count / 6; | |
for( var i = 0; i < lenght; ++i ) | |
{ | |
for( var j = 0; j < 6; ++j ) | |
{ | |
var index = ( i * 6 ) + j; | |
var tmpVer = modified[index]; | |
tmpVer.position = original[index].position; | |
modified[index] = tmpVer; | |
} | |
vh.AddUIVertexTriangleStream( modified ); | |
vh.FillMesh( _mesh ); | |
_canvasRendered.SetMesh( _mesh ); | |
if( _canWait ) | |
{ | |
yield return waitforLetter; | |
} | |
} | |
IsWorking = false; | |
if(OnFinish != null) | |
{ | |
OnFinish.Invoke( ); | |
} | |
} | |
} |
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