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TMP_SubMesh.cs 21KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Collections;
  4. using Object = UnityEngine.Object;
  5. #pragma warning disable 0109 // Disable warning due to conflict between Unity Editor DLL and Runtime DLL related to .renderer property being available in one but not the other.
  6. namespace TMPro
  7. {
  8. [RequireComponent(typeof(MeshRenderer))]
  9. [ExecuteAlways]
  10. public class TMP_SubMesh : MonoBehaviour
  11. {
  12. /// <summary>
  13. /// The TMP Font Asset assigned to this sub text object.
  14. /// </summary>
  15. public TMP_FontAsset fontAsset
  16. {
  17. get { return m_fontAsset; }
  18. set { m_fontAsset = value; }
  19. }
  20. [SerializeField]
  21. private TMP_FontAsset m_fontAsset;
  22. /// <summary>
  23. /// The TMP Sprite Asset assigned to this sub text object.
  24. /// </summary>
  25. public TMP_SpriteAsset spriteAsset
  26. {
  27. get { return m_spriteAsset; }
  28. set { m_spriteAsset = value; }
  29. }
  30. [SerializeField]
  31. private TMP_SpriteAsset m_spriteAsset;
  32. /// <summary>
  33. /// The material to be assigned to this object. Returns an instance of the material.
  34. /// </summary>
  35. public Material material
  36. {
  37. // Return a new Instance of the Material if none exists. Otherwise return the current Material Instance.
  38. get { return GetMaterial(m_sharedMaterial); }
  39. // Assign new font material
  40. set
  41. {
  42. if (m_sharedMaterial.GetInstanceID() == value.GetInstanceID())
  43. return;
  44. m_sharedMaterial = m_material = value;
  45. m_padding = GetPaddingForMaterial();
  46. SetVerticesDirty();
  47. SetMaterialDirty();
  48. }
  49. }
  50. [SerializeField]
  51. private Material m_material;
  52. /// <summary>
  53. /// The material to be assigned to this text object.
  54. /// </summary>
  55. public Material sharedMaterial
  56. {
  57. get { return m_sharedMaterial; }
  58. set { SetSharedMaterial(value); }
  59. }
  60. [SerializeField]
  61. private Material m_sharedMaterial;
  62. /// <summary>
  63. /// The fallback material created from the properties of the fallback source material.
  64. /// </summary>
  65. public Material fallbackMaterial
  66. {
  67. get { return m_fallbackMaterial; }
  68. set
  69. {
  70. if (m_fallbackMaterial == value) return;
  71. if (m_fallbackMaterial != null && m_fallbackMaterial != value)
  72. TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
  73. m_fallbackMaterial = value;
  74. TMP_MaterialManager.AddFallbackMaterialReference(m_fallbackMaterial);
  75. SetSharedMaterial(m_fallbackMaterial);
  76. }
  77. }
  78. private Material m_fallbackMaterial;
  79. /// <summary>
  80. /// The source material used by the fallback font
  81. /// </summary>
  82. public Material fallbackSourceMaterial
  83. {
  84. get { return m_fallbackSourceMaterial; }
  85. set { m_fallbackSourceMaterial = value; }
  86. }
  87. private Material m_fallbackSourceMaterial;
  88. /// <summary>
  89. /// Is the text object using the default font asset material.
  90. /// </summary>
  91. public bool isDefaultMaterial
  92. {
  93. get { return m_isDefaultMaterial; }
  94. set { m_isDefaultMaterial = value; }
  95. }
  96. [SerializeField]
  97. private bool m_isDefaultMaterial;
  98. /// <summary>
  99. /// Padding value resulting for the property settings on the material.
  100. /// </summary>
  101. public float padding
  102. {
  103. get { return m_padding; }
  104. set { m_padding = value; }
  105. }
  106. [SerializeField]
  107. private float m_padding;
  108. /// <summary>
  109. /// The Mesh Renderer of this text sub object.
  110. /// </summary>
  111. public new Renderer renderer
  112. {
  113. get { if (m_renderer == null) m_renderer = GetComponent<Renderer>();
  114. return m_renderer;
  115. }
  116. }
  117. [SerializeField]
  118. private Renderer m_renderer;
  119. /// <summary>
  120. /// The MeshFilter of this text sub object.
  121. /// </summary>
  122. public MeshFilter meshFilter
  123. {
  124. get
  125. {
  126. if (m_meshFilter == null)
  127. {
  128. m_meshFilter = GetComponent<MeshFilter>();
  129. if (m_meshFilter == null)
  130. {
  131. m_meshFilter = gameObject.AddComponent<MeshFilter>();
  132. m_meshFilter.hideFlags = HideFlags.HideInInspector | HideFlags.HideAndDontSave;
  133. }
  134. }
  135. return m_meshFilter;
  136. }
  137. }
  138. private MeshFilter m_meshFilter;
  139. /// <summary>
  140. /// The Mesh of this text sub object.
  141. /// </summary>
  142. public Mesh mesh
  143. {
  144. get
  145. {
  146. if (m_mesh == null)
  147. {
  148. m_mesh = new Mesh();
  149. m_mesh.hideFlags = HideFlags.HideAndDontSave;
  150. }
  151. return m_mesh;
  152. }
  153. set { m_mesh = value; }
  154. }
  155. private Mesh m_mesh;
  156. /// <summary>
  157. ///
  158. /// </summary>
  159. //public BoxCollider boxCollider
  160. //{
  161. // get
  162. // {
  163. // if (m_boxCollider == null)
  164. // {
  165. // //
  166. // m_boxCollider = GetComponent<BoxCollider>();
  167. // if (m_boxCollider == null)
  168. // {
  169. // m_boxCollider = gameObject.AddComponent<BoxCollider>();
  170. // gameObject.AddComponent<Rigidbody>();
  171. // }
  172. // }
  173. // return m_boxCollider;
  174. // }
  175. //}
  176. //[SerializeField]
  177. //private BoxCollider m_boxCollider;
  178. /// <summary>
  179. /// Reference to the parent Text Component.
  180. /// </summary>
  181. public TMP_Text textComponent
  182. {
  183. get
  184. {
  185. if (m_TextComponent == null)
  186. m_TextComponent = GetComponentInParent<TextMeshPro>();
  187. return m_TextComponent;
  188. }
  189. }
  190. [SerializeField]
  191. private TextMeshPro m_TextComponent;
  192. [NonSerialized]
  193. private bool m_isRegisteredForEvents;
  194. public static TMP_SubMesh AddSubTextObject(TextMeshPro textComponent, MaterialReference materialReference)
  195. {
  196. GameObject go = new GameObject();
  197. go.hideFlags = TMP_Settings.hideSubTextObjects ? HideFlags.HideAndDontSave : HideFlags.DontSave;
  198. go.transform.SetParent(textComponent.transform, false);
  199. go.transform.localPosition = Vector3.zero;
  200. go.transform.localRotation = Quaternion.identity;
  201. go.transform.localScale = Vector3.one;
  202. go.layer = textComponent.gameObject.layer;
  203. #if UNITY_EDITOR
  204. go.name = materialReference.material == null ? "TMP SubMesh" : "TMP SubMesh [" + materialReference.material.name + "]";
  205. #endif
  206. TMP_SubMesh subMesh = go.AddComponent<TMP_SubMesh>();
  207. subMesh.m_TextComponent = textComponent;
  208. subMesh.m_fontAsset = materialReference.fontAsset;
  209. subMesh.m_spriteAsset = materialReference.spriteAsset;
  210. subMesh.m_isDefaultMaterial = materialReference.isDefaultMaterial;
  211. subMesh.SetSharedMaterial(materialReference.material);
  212. subMesh.renderer.sortingLayerID = textComponent.renderer.sortingLayerID;
  213. subMesh.renderer.sortingOrder = textComponent.renderer.sortingOrder;
  214. return subMesh;
  215. }
  216. void OnEnable()
  217. {
  218. //Debug.Log("***** OnEnable() called on object ID " + GetInstanceID() + "]. Parent Text Object ID [" + (textComponent == null ? "" : textComponent.GetInstanceID().ToString()) + "] *****");
  219. // Register Callbacks for various events.
  220. if (!m_isRegisteredForEvents)
  221. {
  222. #if UNITY_EDITOR
  223. TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
  224. TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
  225. //TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
  226. TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
  227. //TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
  228. TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Add(ON_SPRITE_ASSET_PROPERTY_CHANGED);
  229. //TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
  230. #endif
  231. m_isRegisteredForEvents = true;
  232. }
  233. // Update HideFlags on previously created sub text objects.
  234. if (hideFlags != HideFlags.DontSave)
  235. hideFlags = HideFlags.DontSave;
  236. // Make the geometry visible when the object is enabled.
  237. meshFilter.sharedMesh = mesh;
  238. // Update _ClipRect values
  239. if (m_sharedMaterial != null)
  240. m_sharedMaterial.SetVector(ShaderUtilities.ID_ClipRect, new Vector4(-32767, -32767, 32767, 32767));
  241. }
  242. void OnDisable()
  243. {
  244. //Debug.Log("***** OnDisable() called on Sub Object ID [" + GetInstanceID() + "]. Parent Text Object ID [" + textComponent.GetInstanceID() + "] *****");
  245. // Hide the geometry when the object is disabled.
  246. m_meshFilter.sharedMesh = null;
  247. if (m_fallbackMaterial != null)
  248. {
  249. TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
  250. m_fallbackMaterial = null;
  251. }
  252. }
  253. void OnDestroy()
  254. {
  255. //Debug.Log("***** OnDestroy() called on Sub Object ID [" + GetInstanceID() + "]. Parent Text Object ID [" + textComponent.GetInstanceID() + "] *****");
  256. // Destroy Mesh
  257. if (m_mesh != null) DestroyImmediate(m_mesh);
  258. if (m_fallbackMaterial != null)
  259. {
  260. TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
  261. m_fallbackMaterial = null;
  262. }
  263. #if UNITY_EDITOR
  264. // Unregister the event this object was listening to
  265. TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
  266. TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
  267. //TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
  268. TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
  269. //TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
  270. TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Remove(ON_SPRITE_ASSET_PROPERTY_CHANGED);
  271. //TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
  272. #endif
  273. m_isRegisteredForEvents = false;
  274. // Notify parent text object
  275. if (m_TextComponent != null)
  276. {
  277. m_TextComponent.havePropertiesChanged = true;
  278. m_TextComponent.SetAllDirty();
  279. }
  280. }
  281. #if UNITY_EDITOR
  282. // Event received when custom material editor properties are changed.
  283. void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
  284. {
  285. //Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");
  286. if (m_sharedMaterial == null)
  287. return;
  288. int targetMaterialID = mat.GetInstanceID();
  289. int sharedMaterialID = m_sharedMaterial.GetInstanceID();
  290. int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID();
  291. // Sync culling with parent text object
  292. bool hasCullModeProperty = m_sharedMaterial.HasProperty(ShaderUtilities.ShaderTag_CullMode);
  293. float cullMode = 0;
  294. if (hasCullModeProperty)
  295. {
  296. cullMode = textComponent.fontSharedMaterial.GetFloat(ShaderUtilities.ShaderTag_CullMode);
  297. m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
  298. }
  299. // Filter events and return if the affected material is not this object's material.
  300. if (targetMaterialID != sharedMaterialID)
  301. {
  302. // Check if event applies to the source fallback material
  303. if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID && TMP_Settings.matchMaterialPreset)
  304. {
  305. TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial);
  306. // Re-sync culling with parent text object
  307. if (hasCullModeProperty)
  308. m_fallbackMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
  309. }
  310. else
  311. return;
  312. }
  313. m_padding = GetPaddingForMaterial();
  314. m_TextComponent.havePropertiesChanged = true;
  315. m_TextComponent.SetVerticesDirty();
  316. }
  317. // Event to Track Material Changed resulting from Drag-n-drop.
  318. void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
  319. {
  320. // Check if event applies to this current object
  321. if (obj == gameObject || UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject) == obj)
  322. {
  323. if (!m_isDefaultMaterial) return;
  324. // Make sure we have a valid reference to the renderer.
  325. if (m_renderer == null) m_renderer = GetComponent<Renderer>();
  326. UnityEditor.Undo.RecordObject(this, "Material Assignment");
  327. UnityEditor.Undo.RecordObject(m_renderer, "Material Assignment");
  328. SetSharedMaterial(newMaterial);
  329. m_TextComponent.havePropertiesChanged = true;
  330. }
  331. }
  332. // Event received when font asset properties are changed in Font Inspector
  333. void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, UnityEngine.Object obj)
  334. {
  335. //if (spriteSheet != null && (obj as TMP_SpriteAsset == m_spriteAsset || obj as Texture2D == m_spriteAsset.spriteSheet))
  336. //{
  337. if (m_TextComponent != null)
  338. {
  339. m_TextComponent.havePropertiesChanged = true;
  340. //m_TextComponent.SetVerticesDirty();
  341. }
  342. //}
  343. }
  344. // Event received when font asset properties are changed in Font Inspector
  345. void ON_FONT_PROPERTY_CHANGED(bool isChanged, Object fontAsset)
  346. {
  347. if (m_fontAsset != null && fontAsset != null && fontAsset.GetInstanceID() == m_fontAsset.GetInstanceID())
  348. {
  349. // Copy Normal and Bold Weight
  350. if (m_fallbackMaterial != null)
  351. {
  352. if (TMP_Settings.matchMaterialPreset)
  353. {
  354. TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
  355. TMP_MaterialManager.CleanupFallbackMaterials();
  356. }
  357. }
  358. }
  359. }
  360. /// <summary>
  361. /// Event received when the TMP Settings are changed.
  362. /// </summary>
  363. void ON_TMP_SETTINGS_CHANGED()
  364. {
  365. // //Debug.Log("TMP Setting have changed.");
  366. // //SetVerticesDirty();
  367. // SetMaterialDirty();
  368. }
  369. #endif
  370. public void DestroySelf()
  371. {
  372. Destroy(this.gameObject, 1f);
  373. }
  374. // Function called internally when a new material is assigned via the fontMaterial property.
  375. Material GetMaterial(Material mat)
  376. {
  377. // Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
  378. // This can occur when the Duplicate Material Context menu is used on an inactive object.
  379. if (m_renderer == null)
  380. m_renderer = GetComponent<Renderer>();
  381. // Create Instance Material only if the new material is not the same instance previously used.
  382. if (m_material == null || m_material.GetInstanceID() != mat.GetInstanceID())
  383. m_material = CreateMaterialInstance(mat);
  384. m_sharedMaterial = m_material;
  385. // Compute and Set new padding values for this new material.
  386. m_padding = GetPaddingForMaterial();
  387. SetVerticesDirty();
  388. SetMaterialDirty();
  389. return m_sharedMaterial;
  390. }
  391. /// <summary>
  392. /// Method used to create an instance of the material
  393. /// </summary>
  394. /// <param name="source"></param>
  395. /// <returns></returns>
  396. Material CreateMaterialInstance(Material source)
  397. {
  398. Material mat = new Material(source);
  399. mat.shaderKeywords = source.shaderKeywords;
  400. mat.name += " (Instance)";
  401. return mat;
  402. }
  403. /// <summary>
  404. /// Method returning the shared material assigned to the text object.
  405. /// </summary>
  406. /// <returns></returns>
  407. Material GetSharedMaterial()
  408. {
  409. if (m_renderer == null)
  410. m_renderer = GetComponent<Renderer>();
  411. return m_renderer.sharedMaterial;
  412. }
  413. /// <summary>
  414. /// Method to set the shared material.
  415. /// </summary>
  416. /// <param name="mat"></param>
  417. void SetSharedMaterial(Material mat)
  418. {
  419. //Debug.Log("*** SetSharedMaterial() *** FRAME (" + Time.frameCount + ")");
  420. // Assign new material.
  421. m_sharedMaterial = mat;
  422. // Compute and Set new padding values for this new material.
  423. m_padding = GetPaddingForMaterial();
  424. SetMaterialDirty();
  425. #if UNITY_EDITOR
  426. if (m_sharedMaterial != null)
  427. gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
  428. #endif
  429. }
  430. /// <summary>
  431. /// Function called when the padding value for the material needs to be re-calculated.
  432. /// </summary>
  433. /// <returns></returns>
  434. public float GetPaddingForMaterial()
  435. {
  436. float padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);
  437. return padding;
  438. }
  439. /// <summary>
  440. /// Function to update the padding values of the object.
  441. /// </summary>
  442. /// <param name="isExtraPadding"></param>
  443. /// <param name="isBold"></param>
  444. public void UpdateMeshPadding(bool isExtraPadding, bool isUsingBold)
  445. {
  446. m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, isExtraPadding, isUsingBold);
  447. }
  448. /// <summary>
  449. ///
  450. /// </summary>
  451. public void SetVerticesDirty()
  452. {
  453. // Do nothing as updates of the text are driven by the parent text component
  454. }
  455. /// <summary>
  456. ///
  457. /// </summary>
  458. public void SetMaterialDirty()
  459. {
  460. //if (!this.enabled)
  461. // return;
  462. UpdateMaterial();
  463. //m_materialDirty = true;
  464. //TMP_UpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
  465. }
  466. /// <summary>
  467. ///
  468. /// </summary>
  469. protected void UpdateMaterial()
  470. {
  471. //Debug.Log("*** STO - UpdateMaterial() *** FRAME (" + Time.frameCount + ")");
  472. if (renderer == null || m_sharedMaterial == null) return;
  473. m_renderer.sharedMaterial = m_sharedMaterial;
  474. // Special handling to keep the Culling of the material in sync with parent text object
  475. if (m_sharedMaterial.HasProperty(ShaderUtilities.ShaderTag_CullMode) && textComponent.fontSharedMaterial != null)
  476. {
  477. float cullMode = textComponent.fontSharedMaterial.GetFloat(ShaderUtilities.ShaderTag_CullMode);
  478. m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
  479. }
  480. #if UNITY_EDITOR
  481. if (m_sharedMaterial != null && gameObject.name != "TMP SubMesh [" + m_sharedMaterial.name + "]")
  482. gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
  483. #endif
  484. }
  485. /// <summary>
  486. ///
  487. /// </summary>
  488. //public void UpdateColliders(int vertexCount)
  489. //{
  490. // if (this.boxCollider == null) return;
  491. // Vector2 bl = TMP_Math.MAX_16BIT;
  492. // Vector2 tr = TMP_Math.MIN_16BIT;
  493. // // Compute the bounds of the sub text object mesh (excluding the transform position).
  494. // for (int i = 0; i < vertexCount; i++)
  495. // {
  496. // bl.x = Mathf.Min(bl.x, m_mesh.vertices[i].x);
  497. // bl.y = Mathf.Min(bl.y, m_mesh.vertices[i].y);
  498. // tr.x = Mathf.Max(tr.x, m_mesh.vertices[i].x);
  499. // tr.y = Mathf.Max(tr.y, m_mesh.vertices[i].y);
  500. // }
  501. // Vector3 center = (bl + tr) / 2;
  502. // Vector3 size = tr - bl;
  503. // size.z = .1f;
  504. // this.boxCollider.center = center;
  505. // this.boxCollider.size = size;
  506. //}
  507. }
  508. }