Last active
July 24, 2019 01:12
-
-
Save jadepark-dev/c3c46e7a7ee85b64a0c66dacc8fe84ee to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Text.RegularExpressions; | |
/* | |
http://forum.unity3d.com/threads/adjustable-character-spacing-free-script.288277/ | |
Unity 5.4 compatible version | |
Produces an simple tracking/letter-spacing effect on UI Text components. | |
Set the spacing parameter to adjust letter spacing. | |
Negative values cuddle the text up tighter than normal. Go too far and it'll look odd. | |
Positive values spread the text out more than normal. This will NOT respect the text area you've defined. | |
Zero spacing will present the font with no changes. | |
Relies on counting off characters in your Text component's text property and | |
matching those against the quads passed in via the verts array. This is really | |
rather primative, but I can't see any better way at the moment. It means that | |
all sorts of things can break the effect... | |
This component should be placed higher in component list than any other vertex | |
modifiers that alter the total number of verticies. Eg, place this ABOVE Shadow | |
or Outline effects. If you don't, the outline/shadow won't match the position | |
of the letters properly. If you place the outline/shadow effect second however, | |
it will just work on the altered vertices from this component, and function | |
as expected. | |
This component works best if you don't allow text to automatically wrap. It also | |
blows up outside of the given text area. Basically, it's a cheap and dirty effect, | |
not a clever text layout engine. It can't affect how Unity chooses to break up | |
your lines. If you manually use line breaks however, it should detect those and | |
function more or less as you'd expect. | |
The spacing parameter is measured in pixels multiplied by the font size. This was | |
chosen such that when you adjust the font size, it does not change the visual spacing | |
that you've dialed in. There's also a scale factor of 1/100 in this number to | |
bring it into a comfortable adjustable range. There's no limit on this parameter, | |
but obviously some values will look quite strange. | |
Now component works with RichText. You need to remember to turn on RichText via the checkbox (text.supportRichText) | |
and turn on component's [useRichText] checkbox. | |
*/ | |
namespace UnityEngine.UI | |
{ | |
[AddComponentMenu("UI/Effects/Letter Spacing", 15)] | |
public class LetterSpacing : BaseMeshEffect | |
{ | |
private const string SupportedTagRegexPattersn = @"<b>|</b>|<i>|</i>|<size=.*?>|</size>|<color=.*?>|</color>|<material=.*?>|</material>"; | |
[SerializeField] | |
private bool useRichText; | |
[SerializeField] | |
private float m_spacing = 0f; | |
protected LetterSpacing() { } | |
#if UNITY_EDITOR | |
protected override void OnValidate() | |
{ | |
spacing = m_spacing; | |
base.OnValidate(); | |
} | |
#endif | |
public float spacing | |
{ | |
get { return m_spacing; } | |
set | |
{ | |
if (m_spacing == value) return; | |
m_spacing = value; | |
if (graphic != null) graphic.SetVerticesDirty(); | |
} | |
} | |
/** | |
* Note: Unity 5.2.1 ModifyMesh(Mesh mesh) used VertexHelper.FillMesh(mesh); | |
* For performance reasons, ModifyMesh(VertexHelper vh) was introduced | |
* @see http://forum.unity3d.com/threads/unity-5-2-ui-performance-seems-much-worse.353650/ | |
*/ | |
public override void ModifyMesh(VertexHelper vh) | |
{ | |
if (!this.IsActive()) | |
return; | |
List<UIVertex> list = new List<UIVertex>(); | |
vh.GetUIVertexStream(list); | |
ModifyVertices(list); | |
vh.Clear(); | |
vh.AddUIVertexTriangleStream(list); | |
} | |
public void ModifyVertices(List<UIVertex> verts) | |
{ | |
if (!IsActive()) return; | |
Text text = GetComponent<Text>(); | |
string str = text.text; | |
// Artificially insert line breaks for automatic line breaks. | |
IList<UILineInfo> lineInfos = text.cachedTextGenerator.lines; | |
for (int i = lineInfos.Count - 1; i > 0; i--) | |
{ | |
// Insert a \n at the location Unity wants to automatically line break. | |
// Also, remove any space before the automatic line break location. | |
str = str.Insert(lineInfos[i].startCharIdx, "\n"); | |
str = str.Remove(lineInfos[i].startCharIdx - 1, 1); | |
} | |
string[] lines = str.Split('\n'); | |
if (text == null) | |
{ | |
Debug.LogWarning("LetterSpacing: Missing Text component"); | |
return; | |
} | |
Vector3 pos; | |
float letterOffset = spacing * (float)text.fontSize / 100f; | |
float alignmentFactor = 0; | |
int glyphIdx = 0; // character index from the beginning of the text, including RichText tags and line breaks | |
bool isRichText = useRichText && text.supportRichText; | |
IEnumerator matchedTagCollection = null; // when using RichText this will collect all tags (index, length, value) | |
Match currentMatchedTag = null; | |
switch (text.alignment) | |
{ | |
case TextAnchor.LowerLeft: | |
case TextAnchor.MiddleLeft: | |
case TextAnchor.UpperLeft: | |
alignmentFactor = 0f; | |
break; | |
case TextAnchor.LowerCenter: | |
case TextAnchor.MiddleCenter: | |
case TextAnchor.UpperCenter: | |
alignmentFactor = 0.5f; | |
break; | |
case TextAnchor.LowerRight: | |
case TextAnchor.MiddleRight: | |
case TextAnchor.UpperRight: | |
alignmentFactor = 1f; | |
break; | |
} | |
for (int lineIdx = 0; lineIdx < lines.Length; lineIdx++) | |
{ | |
string line = lines[lineIdx]; | |
int lineLength = line.Length; | |
if (isRichText) | |
{ | |
matchedTagCollection = GetRegexMatchedTagCollection(line, out lineLength); | |
currentMatchedTag = null; | |
if (matchedTagCollection.MoveNext()) | |
{ | |
currentMatchedTag = (Match)matchedTagCollection.Current; | |
} | |
} | |
float lineOffset = (lineLength - 1) * letterOffset * alignmentFactor; | |
for (int charIdx = 0, actualCharIndex = 0; charIdx < line.Length; charIdx++, actualCharIndex++) | |
{ | |
if (isRichText) | |
{ | |
if (currentMatchedTag != null && currentMatchedTag.Index == charIdx) | |
{ | |
// skip matched RichText tag | |
charIdx += currentMatchedTag.Length - 1; // -1 because next iteration will increment charIdx | |
actualCharIndex--; // tag is not an actual character, cancel counter increment on this iteration | |
glyphIdx += currentMatchedTag.Length; // glyph index is not incremented in for loop so skip entire length | |
// prepare next tag to detect | |
currentMatchedTag = null; | |
if (matchedTagCollection.MoveNext()) | |
{ | |
currentMatchedTag = (Match)matchedTagCollection.Current; | |
} | |
continue; | |
} | |
} | |
int idx1 = glyphIdx * 6 + 0; | |
int idx2 = glyphIdx * 6 + 1; | |
int idx3 = glyphIdx * 6 + 2; | |
int idx4 = glyphIdx * 6 + 3; | |
int idx5 = glyphIdx * 6 + 4; | |
int idx6 = glyphIdx * 6 + 5; | |
// Check for truncated text (doesn't generate verts for all characters) | |
if (idx6 > verts.Count - 1) return; | |
UIVertex vert1 = verts[idx1]; | |
UIVertex vert2 = verts[idx2]; | |
UIVertex vert3 = verts[idx3]; | |
UIVertex vert4 = verts[idx4]; | |
UIVertex vert5 = verts[idx5]; | |
UIVertex vert6 = verts[idx6]; | |
pos = Vector3.right * (letterOffset * actualCharIndex - lineOffset); | |
vert1.position += pos; | |
vert2.position += pos; | |
vert3.position += pos; | |
vert4.position += pos; | |
vert5.position += pos; | |
vert6.position += pos; | |
verts[idx1] = vert1; | |
verts[idx2] = vert2; | |
verts[idx3] = vert3; | |
verts[idx4] = vert4; | |
verts[idx5] = vert5; | |
verts[idx6] = vert6; | |
glyphIdx++; | |
} | |
// Offset for carriage return character that still generates verts | |
glyphIdx++; | |
} | |
} | |
private IEnumerator GetRegexMatchedTagCollection(string line, out int lineLengthWithoutTags) | |
{ | |
MatchCollection matchedTagCollection = Regex.Matches(line,SupportedTagRegexPattersn); | |
lineLengthWithoutTags = 0; | |
int tagsLength = 0; | |
if (matchedTagCollection.Count > 0) | |
{ | |
foreach (Match matchedTag in matchedTagCollection) | |
{ | |
tagsLength += matchedTag.Length; | |
} | |
} | |
lineLengthWithoutTags = line.Length - tagsLength; | |
return matchedTagCollection.GetEnumerator(); | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment