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June 7, 2022 03:07
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Unity: Make text (TMPro) fade-in letter by letter
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/* | |
* Source: https://forum.unity.com/threads/have-words-fade-in-one-by-one.525175/ | |
*/ | |
using System.Collections; | |
using System.Collections.Generic; | |
using TMPro; | |
using UnityEngine; | |
public class FadeinTxtSon : MonoBehaviour | |
{ | |
// Start is called before the first frame update | |
[SerializeField] private TextMeshProUGUI m_TextComponent; | |
[SerializeField] private float FadeSpeed = 20.0f; | |
[SerializeField] private int RolloverCharacterSpread = 10; | |
void Start() | |
{ | |
StartCoroutine(FadeInText()); | |
} | |
/// <summary> | |
/// Method to animate (fade in) vertex colors of a TMP Text object. | |
/// </summary> | |
/// <returns></returns> | |
IEnumerator FadeInText() | |
{ | |
// Set the whole text transparent | |
m_TextComponent.color = new Color | |
( | |
m_TextComponent.color.r, | |
m_TextComponent.color.g, | |
m_TextComponent.color.b, | |
0 | |
); | |
// Need to force the text object to be generated so we have valid data to work with right from the start. | |
m_TextComponent.ForceMeshUpdate(); | |
TMP_TextInfo textInfo = m_TextComponent.textInfo; | |
Color32[] newVertexColors; | |
int currentCharacter = 0; | |
int startingCharacterRange = currentCharacter; | |
bool isRangeMax = false; | |
while (!isRangeMax) | |
{ | |
int characterCount = textInfo.characterCount; | |
// Spread should not exceed the number of characters. | |
byte fadeSteps = (byte)Mathf.Max(1, 255 / RolloverCharacterSpread); | |
for (int i = startingCharacterRange; i < currentCharacter + 1; i++) | |
{ | |
// Skip characters that are not visible (like white spaces) | |
if (!textInfo.characterInfo[i].isVisible) continue; | |
// Get the index of the material used by the current character. | |
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; | |
// Get the vertex colors of the mesh used by this text element (character or sprite). | |
newVertexColors = textInfo.meshInfo[materialIndex].colors32; | |
// Get the index of the first vertex used by this text element. | |
int vertexIndex = textInfo.characterInfo[i].vertexIndex; | |
// Get the current character's alpha value. | |
byte alpha = (byte)Mathf.Clamp(newVertexColors[vertexIndex + 0].a + fadeSteps, 0, 255); | |
// Set new alpha values. | |
newVertexColors[vertexIndex + 0].a = alpha; | |
newVertexColors[vertexIndex + 1].a = alpha; | |
newVertexColors[vertexIndex + 2].a = alpha; | |
newVertexColors[vertexIndex + 3].a = alpha; | |
if (alpha == 255) | |
{ | |
startingCharacterRange += 1; | |
if (startingCharacterRange == characterCount) | |
{ | |
// Update mesh vertex data one last time. | |
m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); | |
yield return new WaitForSeconds(1.0f); | |
// Reset the text object back to original state. | |
m_TextComponent.ForceMeshUpdate(); | |
yield return new WaitForSeconds(1.0f); | |
// Reset our counters. | |
currentCharacter = 0; | |
startingCharacterRange = 0; | |
isRangeMax = true; // Would end the coroutine. | |
} | |
} | |
} | |
// Upload the changed vertex colors to the Mesh. | |
m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); | |
if (currentCharacter + 1 < characterCount) currentCharacter += 1; | |
yield return new WaitForSeconds(0.25f - FadeSpeed * 0.01f); | |
} | |
} | |
} |
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