本项目演示如何创建自己的顶点动画着色器。场景不使用任何纹理或动画资源,所有内容都使用Shader Graph进行着色和动画处理。
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214 行
8.1 KiB

using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class TextMeshProFloatingText : MonoBehaviour
{
public Font TheFont;
private GameObject m_floatingText;
private TextMeshPro m_textMeshPro;
private TextMesh m_textMesh;
private Transform m_transform;
private Transform m_floatingText_Transform;
private Transform m_cameraTransform;
Vector3 lastPOS = Vector3.zero;
Quaternion lastRotation = Quaternion.identity;
public int SpawnType;
//private int m_frame = 0;
void Awake()
{
m_transform = transform;
m_floatingText = new GameObject(this.name + " floating text");
// Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform.
//m_floatingText_Transform = m_floatingText.transform;
//m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
m_cameraTransform = Camera.main.transform;
}
void Start()
{
if (SpawnType == 0)
{
// TextMesh Pro Implementation
m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3);
m_floatingText_Transform = m_floatingText.transform;
m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
//m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material;
m_textMeshPro.alignment = TextAlignmentOptions.Center;
m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
m_textMeshPro.fontSize = 24;
//m_textMeshPro.enableExtraPadding = true;
//m_textMeshPro.enableShadows = false;
m_textMeshPro.enableKerning = false;
m_textMeshPro.text = string.Empty;
StartCoroutine(DisplayTextMeshProFloatingText());
}
else if (SpawnType == 1)
{
//Debug.Log("Spawning TextMesh Objects.");
m_floatingText_Transform = m_floatingText.transform;
m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);
m_textMesh = m_floatingText.AddComponent<TextMesh>();
m_textMesh.font = Resources.Load<Font>("Fonts/ARIAL");
m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
m_textMesh.anchor = TextAnchor.LowerCenter;
m_textMesh.fontSize = 24;
StartCoroutine(DisplayTextMeshFloatingText());
}
else if (SpawnType == 2)
{
}
}
//void Update()
//{
// if (SpawnType == 0)
// {
// m_textMeshPro.SetText("{0}", m_frame);
// }
// else
// {
// m_textMesh.text = m_frame.ToString();
// }
// m_frame = (m_frame + 1) % 1000;
//}
public IEnumerator DisplayTextMeshProFloatingText()
{
float CountDuration = 2.0f; // How long is the countdown alive.
float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
float current_Count = starting_Count;
Vector3 start_pos = m_floatingText_Transform.position;
Color32 start_color = m_textMeshPro.color;
float alpha = 255;
int int_counter = 0;
float fadeDuration = 3 / starting_Count * CountDuration;
while (current_Count > 0)
{
current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
if (current_Count <= 3)
{
//Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
}
int_counter = (int)current_Count;
m_textMeshPro.text = int_counter.ToString();
//m_textMeshPro.SetText("{0}", (int)current_Count);
m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
// Move the floating text upward each update
m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
// Align floating text perpendicular to Camera.
if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
{
lastPOS = m_cameraTransform.position;
lastRotation = m_cameraTransform.rotation;
m_floatingText_Transform.rotation = lastRotation;
Vector3 dir = m_transform.position - lastPOS;
m_transform.forward = new Vector3(dir.x, 0, dir.z);
}
yield return new WaitForEndOfFrame();
}
//Debug.Log("Done Counting down.");
yield return new WaitForSeconds(Random.Range(0.1f, 1.0f));
m_floatingText_Transform.position = start_pos;
StartCoroutine(DisplayTextMeshProFloatingText());
}
public IEnumerator DisplayTextMeshFloatingText()
{
float CountDuration = 2.0f; // How long is the countdown alive.
float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at.
float current_Count = starting_Count;
Vector3 start_pos = m_floatingText_Transform.position;
Color32 start_color = m_textMesh.color;
float alpha = 255;
int int_counter = 0;
float fadeDuration = 3 / starting_Count * CountDuration;
while (current_Count > 0)
{
current_Count -= (Time.deltaTime / CountDuration) * starting_Count;
if (current_Count <= 3)
{
//Debug.Log("Fading Counter ... " + current_Count.ToString("f2"));
alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255);
}
int_counter = (int)current_Count;
m_textMesh.text = int_counter.ToString();
//Debug.Log("Current Count:" + current_Count.ToString("f2"));
m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha);
// Move the floating text upward each update
m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0);
// Align floating text perpendicular to Camera.
if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000))
{
lastPOS = m_cameraTransform.position;
lastRotation = m_cameraTransform.rotation;
m_floatingText_Transform.rotation = lastRotation;
Vector3 dir = m_transform.position - lastPOS;
m_transform.forward = new Vector3(dir.x, 0, dir.z);
}
yield return new WaitForEndOfFrame();
}
//Debug.Log("Done Counting down.");
yield return new WaitForSeconds(Random.Range(0.1f, 1.0f));
m_floatingText_Transform.position = start_pos;
StartCoroutine(DisplayTextMeshFloatingText());
}
}
}