477 lines
14 KiB
C#
477 lines
14 KiB
C#
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using UnityEngine;
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using System;
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using UnityEngine.UI;
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namespace TMPro
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{
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[DisallowMultipleComponent]
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[RequireComponent(typeof(MeshRenderer))]
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[AddComponentMenu("Mesh/TextMeshPro - Text")]
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[ExecuteAlways]
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[HelpURL("https://docs.unity3d.com/Packages/com.unity.textmeshpro@3.0")]
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public partial class TextMeshPro : TMP_Text, ILayoutElement
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{
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// Public Properties and Serializable Properties
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/// <summary>
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/// Sets the Renderer's sorting Layer ID
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/// </summary>
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public int sortingLayerID
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{
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get
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{
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if (renderer == null)
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return 0;
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return m_renderer.sortingLayerID;
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}
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set
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{
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if (renderer == null)
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return;
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m_renderer.sortingLayerID = value;
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_SortingLayerID = value;
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}
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}
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[SerializeField]
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internal int _SortingLayerID;
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/// <summary>
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/// Sets the Renderer's sorting order within the assigned layer.
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/// </summary>
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public int sortingOrder
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{
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get
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{
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if (renderer == null)
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return 0;
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return m_renderer.sortingOrder;
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}
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set
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{
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if (renderer == null)
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return;
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m_renderer.sortingOrder = value;
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_SortingOrder = value;
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}
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}
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[SerializeField]
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internal int _SortingOrder;
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/// <summary>
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/// Determines if the size of the text container will be adjusted to fit the text object when it is first created.
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/// </summary>
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public override bool autoSizeTextContainer
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{
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get { return m_autoSizeTextContainer; }
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set { if (m_autoSizeTextContainer == value) return; m_autoSizeTextContainer = value; if (m_autoSizeTextContainer) { TMP_UpdateManager.RegisterTextElementForLayoutRebuild(this); SetLayoutDirty(); } }
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}
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/// <summary>
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/// Returns a reference to the Text Container
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/// </summary>
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[Obsolete("The TextContainer is now obsolete. Use the RectTransform instead.")]
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public TextContainer textContainer
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{
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get
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{
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return null;
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}
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}
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/// <summary>
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/// Returns a reference to the Transform
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/// </summary>
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public new Transform transform
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{
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get
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{
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if (m_transform == null)
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m_transform = GetComponent<Transform>();
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return m_transform;
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}
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}
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#pragma warning disable 0108
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/// <summary>
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/// Returns the rendered assigned to the text object.
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/// </summary>
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public Renderer renderer
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{
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get
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{
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if (m_renderer == null)
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m_renderer = GetComponent<Renderer>();
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return m_renderer;
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}
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}
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/// <summary>
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/// Returns the mesh assigned to the text object.
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/// </summary>
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public override Mesh mesh
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{
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get
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{
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if (m_mesh == null)
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{
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m_mesh = new Mesh();
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m_mesh.hideFlags = HideFlags.HideAndDontSave;
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}
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return m_mesh;
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}
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}
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/// <summary>
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/// Returns the Mesh Filter of the text object.
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/// </summary>
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public MeshFilter meshFilter
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{
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get
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{
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if (m_meshFilter == null)
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{
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m_meshFilter = GetComponent<MeshFilter>();
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if (m_meshFilter == null)
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{
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m_meshFilter = gameObject.AddComponent<MeshFilter>();
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m_meshFilter.hideFlags = HideFlags.HideInInspector | HideFlags.HideAndDontSave;
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}
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}
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return m_meshFilter;
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}
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}
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// MASKING RELATED PROPERTIES
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/// <summary>
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/// Sets the mask type
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/// </summary>
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public MaskingTypes maskType
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{
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get { return m_maskType; }
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set { m_maskType = value; SetMask(m_maskType); }
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}
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/// <summary>
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/// Function used to set the mask type and coordinates in World Space
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/// </summary>
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/// <param name="type"></param>
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/// <param name="maskCoords"></param>
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public void SetMask(MaskingTypes type, Vector4 maskCoords)
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{
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SetMask(type);
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SetMaskCoordinates(maskCoords);
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}
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/// <summary>
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/// Function used to set the mask type, coordinates and softness
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/// </summary>
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/// <param name="type"></param>
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/// <param name="maskCoords"></param>
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/// <param name="softnessX"></param>
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/// <param name="softnessY"></param>
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public void SetMask(MaskingTypes type, Vector4 maskCoords, float softnessX, float softnessY)
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{
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SetMask(type);
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SetMaskCoordinates(maskCoords, softnessX, softnessY);
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}
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/// <summary>
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/// Schedule rebuilding of the text geometry.
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/// </summary>
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public override void SetVerticesDirty()
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{
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//Debug.Log("***** SetVerticesDirty() called on object [" + this.name + "] at frame [" + Time.frameCount + "] *****");
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if (this == null || !this.IsActive())
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return;
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TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
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}
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/// <summary>
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///
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/// </summary>
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public override void SetLayoutDirty()
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{
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m_isPreferredWidthDirty = true;
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m_isPreferredHeightDirty = true;
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if (this == null || !this.IsActive())
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return;
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LayoutRebuilder.MarkLayoutForRebuild(this.rectTransform);
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m_isLayoutDirty = true;
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}
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/// <summary>
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/// Schedule updating of the material used by the text object.
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/// </summary>
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public override void SetMaterialDirty()
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{
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//Debug.Log("SetMaterialDirty()");
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//if (!this.IsActive())
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// return;
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//m_isMaterialDirty = true;
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UpdateMaterial();
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//TMP_UpdateManager.RegisterTextElementForGraphicRebuild(this);
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}
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/// <summary>
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///
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/// </summary>
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public override void SetAllDirty()
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{
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m_isInputParsingRequired = true;
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SetLayoutDirty();
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SetVerticesDirty();
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SetMaterialDirty();
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="update"></param>
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public override void Rebuild(CanvasUpdate update)
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{
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if (this == null) return;
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if (update == CanvasUpdate.Prelayout)
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{
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if (m_autoSizeTextContainer)
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{
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m_rectTransform.sizeDelta = GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
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}
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}
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else if (update == CanvasUpdate.PreRender)
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{
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this.OnPreRenderObject();
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if (!m_isMaterialDirty) return;
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UpdateMaterial();
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m_isMaterialDirty = false;
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}
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}
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/// <summary>
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///
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/// </summary>
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protected override void UpdateMaterial()
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{
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//Debug.Log("***** UpdateMaterial() called on object ID " + GetInstanceID() + ". *****");
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//if (!this.IsActive())
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// return;
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if (renderer == null || m_sharedMaterial == null)
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return;
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// Only update the material if it has changed.
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if (m_renderer.sharedMaterial == null || m_renderer.sharedMaterial.GetInstanceID() != m_sharedMaterial.GetInstanceID())
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m_renderer.sharedMaterial = m_sharedMaterial;
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}
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/// <summary>
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/// Function to be used to force recomputing of character padding when Shader / Material properties have been changed via script.
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/// </summary>
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public override void UpdateMeshPadding()
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{
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m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_enableExtraPadding, m_isUsingBold);
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m_isMaskingEnabled = ShaderUtilities.IsMaskingEnabled(m_sharedMaterial);
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m_havePropertiesChanged = true;
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checkPaddingRequired = false;
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// Return if text object is not awake yet.
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if (m_textInfo == null) return;
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// Update sub text objects
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for (int i = 1; i < m_textInfo.materialCount; i++)
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m_subTextObjects[i].UpdateMeshPadding(m_enableExtraPadding, m_isUsingBold);
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}
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/// <summary>
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/// Function to force regeneration of the text object before its normal process time. This is useful when changes to the text object properties need to be applied immediately.
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/// </summary>
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/// <param name="ignoreActiveState">Ignore Active State of text objects. Inactive objects are ignored by default.</param>
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/// <param name="forceTextReparsing">Force re-parsing of the text.</param>
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public override void ForceMeshUpdate(bool ignoreActiveState = false, bool forceTextReparsing = false)
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{
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m_havePropertiesChanged = true;
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m_ignoreActiveState = ignoreActiveState;
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m_isInputParsingRequired = m_isInputParsingRequired ? true : forceTextReparsing;
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OnPreRenderObject();
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}
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/// <summary>
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/// Function used to evaluate the length of a text string.
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/// </summary>
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/// <param name="text"></param>
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/// <returns></returns>
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public override TMP_TextInfo GetTextInfo(string text)
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{
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StringToInternalParsingBuffer(text, ref m_InternalParsingBuffer);
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SetArraySizes(m_InternalParsingBuffer);
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m_renderMode = TextRenderFlags.DontRender;
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ComputeMarginSize();
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GenerateTextMesh();
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m_renderMode = TextRenderFlags.Render;
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return this.textInfo;
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}
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/// <summary>
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/// Function to clear the geometry of the Primary and Sub Text objects.
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/// </summary>
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public override void ClearMesh(bool updateMesh)
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{
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if (m_textInfo.meshInfo[0].mesh == null) m_textInfo.meshInfo[0].mesh = m_mesh;
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m_textInfo.ClearMeshInfo(updateMesh);
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}
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/// <summary>
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/// Event to allow users to modify the content of the text info before the text is rendered.
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/// </summary>
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public override event Action<TMP_TextInfo> OnPreRenderText;
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/// <summary>
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/// Function to update the geometry of the main and sub text objects.
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/// </summary>
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/// <param name="mesh"></param>
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/// <param name="index"></param>
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public override void UpdateGeometry(Mesh mesh, int index)
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{
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mesh.RecalculateBounds();
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}
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/// <summary>
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/// Function to upload the updated vertex data and renderer.
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/// </summary>
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public override void UpdateVertexData(TMP_VertexDataUpdateFlags flags)
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{
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int materialCount = m_textInfo.materialCount;
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for (int i = 0; i < materialCount; i++)
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{
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Mesh mesh;
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if (i == 0)
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mesh = m_mesh;
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else
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{
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// Clear unused vertices
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// TODO: Causes issues when sorting geometry as last vertex data attribute get wiped out.
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//m_textInfo.meshInfo[i].ClearUnusedVertices();
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mesh = m_subTextObjects[i].mesh;
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}
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//mesh.MarkDynamic();
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if ((flags & TMP_VertexDataUpdateFlags.Vertices) == TMP_VertexDataUpdateFlags.Vertices)
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mesh.vertices = m_textInfo.meshInfo[i].vertices;
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if ((flags & TMP_VertexDataUpdateFlags.Uv0) == TMP_VertexDataUpdateFlags.Uv0)
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mesh.uv = m_textInfo.meshInfo[i].uvs0;
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if ((flags & TMP_VertexDataUpdateFlags.Uv2) == TMP_VertexDataUpdateFlags.Uv2)
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mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
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//if ((flags & TMP_VertexDataUpdateFlags.Uv4) == TMP_VertexDataUpdateFlags.Uv4)
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// mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
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if ((flags & TMP_VertexDataUpdateFlags.Colors32) == TMP_VertexDataUpdateFlags.Colors32)
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mesh.colors32 = m_textInfo.meshInfo[i].colors32;
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mesh.RecalculateBounds();
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}
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}
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/// <summary>
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/// Function to upload the updated vertex data and renderer.
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/// </summary>
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public override void UpdateVertexData()
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{
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int materialCount = m_textInfo.materialCount;
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for (int i = 0; i < materialCount; i++)
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{
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Mesh mesh;
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if (i == 0)
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mesh = m_mesh;
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else
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{
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// Clear unused vertices
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m_textInfo.meshInfo[i].ClearUnusedVertices();
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mesh = m_subTextObjects[i].mesh;
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}
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//mesh.MarkDynamic();
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mesh.vertices = m_textInfo.meshInfo[i].vertices;
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mesh.uv = m_textInfo.meshInfo[i].uvs0;
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mesh.uv2 = m_textInfo.meshInfo[i].uvs2;
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//mesh.uv4 = m_textInfo.meshInfo[i].uvs4;
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mesh.colors32 = m_textInfo.meshInfo[i].colors32;
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mesh.RecalculateBounds();
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}
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}
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public void UpdateFontAsset()
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{
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LoadFontAsset();
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}
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private bool m_currentAutoSizeMode;
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public void CalculateLayoutInputHorizontal() { }
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public void CalculateLayoutInputVertical() { }
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}
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}
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