using UnityEngine;
using System;
using System.Collections;
using Object = UnityEngine.Object;
#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.
namespace TMPro
{
[RequireComponent(typeof(MeshRenderer))]
[ExecuteAlways]
public class TMP_SubMesh : MonoBehaviour
{
///
/// The TMP Font Asset assigned to this sub text object.
///
public TMP_FontAsset fontAsset
{
get { return m_fontAsset; }
set { m_fontAsset = value; }
}
[SerializeField]
private TMP_FontAsset m_fontAsset;
///
/// The TMP Sprite Asset assigned to this sub text object.
///
public TMP_SpriteAsset spriteAsset
{
get { return m_spriteAsset; }
set { m_spriteAsset = value; }
}
[SerializeField]
private TMP_SpriteAsset m_spriteAsset;
///
/// The material to be assigned to this object. Returns an instance of the material.
///
public Material material
{
// Return a new Instance of the Material if none exists. Otherwise return the current Material Instance.
get { return GetMaterial(m_sharedMaterial); }
// Assign new font material
set
{
if (m_sharedMaterial.GetInstanceID() == value.GetInstanceID())
return;
m_sharedMaterial = m_material = value;
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
SetMaterialDirty();
}
}
[SerializeField]
private Material m_material;
///
/// The material to be assigned to this text object.
///
public Material sharedMaterial
{
get { return m_sharedMaterial; }
set { SetSharedMaterial(value); }
}
[SerializeField]
private Material m_sharedMaterial;
///
/// The fallback material created from the properties of the fallback source material.
///
public Material fallbackMaterial
{
get { return m_fallbackMaterial; }
set
{
if (m_fallbackMaterial == value) return;
if (m_fallbackMaterial != null && m_fallbackMaterial != value)
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = value;
TMP_MaterialManager.AddFallbackMaterialReference(m_fallbackMaterial);
SetSharedMaterial(m_fallbackMaterial);
}
}
private Material m_fallbackMaterial;
///
/// The source material used by the fallback font
///
public Material fallbackSourceMaterial
{
get { return m_fallbackSourceMaterial; }
set { m_fallbackSourceMaterial = value; }
}
private Material m_fallbackSourceMaterial;
///
/// Is the text object using the default font asset material.
///
public bool isDefaultMaterial
{
get { return m_isDefaultMaterial; }
set { m_isDefaultMaterial = value; }
}
[SerializeField]
private bool m_isDefaultMaterial;
///
/// Padding value resulting for the property settings on the material.
///
public float padding
{
get { return m_padding; }
set { m_padding = value; }
}
[SerializeField]
private float m_padding;
///
/// The Mesh Renderer of this text sub object.
///
public new Renderer renderer
{
get { if (m_renderer == null) m_renderer = GetComponent();
return m_renderer;
}
}
[SerializeField]
private Renderer m_renderer;
///
/// The MeshFilter of this text sub object.
///
public MeshFilter meshFilter
{
get
{
if (m_meshFilter == null)
{
m_meshFilter = GetComponent();
if (m_meshFilter == null)
{
m_meshFilter = gameObject.AddComponent();
m_meshFilter.hideFlags = HideFlags.HideInInspector | HideFlags.HideAndDontSave;
}
}
return m_meshFilter;
}
}
private MeshFilter m_meshFilter;
///
/// The Mesh of this text sub object.
///
public Mesh mesh
{
get
{
if (m_mesh == null)
{
m_mesh = new Mesh();
m_mesh.hideFlags = HideFlags.HideAndDontSave;
}
return m_mesh;
}
set { m_mesh = value; }
}
private Mesh m_mesh;
///
///
///
//public BoxCollider boxCollider
//{
// get
// {
// if (m_boxCollider == null)
// {
// //
// m_boxCollider = GetComponent();
// if (m_boxCollider == null)
// {
// m_boxCollider = gameObject.AddComponent();
// gameObject.AddComponent();
// }
// }
// return m_boxCollider;
// }
//}
//[SerializeField]
//private BoxCollider m_boxCollider;
///
/// Reference to the parent Text Component.
///
public TMP_Text textComponent
{
get
{
if (m_TextComponent == null)
m_TextComponent = GetComponentInParent();
return m_TextComponent;
}
}
[SerializeField]
private TextMeshPro m_TextComponent;
[NonSerialized]
private bool m_isRegisteredForEvents;
public static TMP_SubMesh AddSubTextObject(TextMeshPro textComponent, MaterialReference materialReference)
{
GameObject go = new GameObject("TMP SubMesh [" + materialReference.material.name + "]", typeof(TMP_SubMesh));
go.hideFlags = HideFlags.DontSave;
TMP_SubMesh subMesh = go.GetComponent();
go.transform.SetParent(textComponent.transform, false);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
go.layer = textComponent.gameObject.layer;
subMesh.m_TextComponent = textComponent;
subMesh.m_fontAsset = materialReference.fontAsset;
subMesh.m_spriteAsset = materialReference.spriteAsset;
subMesh.m_isDefaultMaterial = materialReference.isDefaultMaterial;
subMesh.SetSharedMaterial(materialReference.material);
subMesh.renderer.sortingLayerID = textComponent.renderer.sortingLayerID;
subMesh.renderer.sortingOrder = textComponent.renderer.sortingOrder;
return subMesh;
}
void OnEnable()
{
//Debug.Log("***** OnEnable() called on object ID " + GetInstanceID() + "]. Parent Text Object ID [" + (textComponent == null ? "" : textComponent.GetInstanceID().ToString()) + "] *****");
// Register Callbacks for various events.
if (!m_isRegisteredForEvents)
{
#if UNITY_EDITOR
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Add(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Add(ON_FONT_PROPERTY_CHANGED);
//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Add(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Add(ON_DRAG_AND_DROP_MATERIAL);
//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Add(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Add(ON_SPRITE_ASSET_PROPERTY_CHANGED);
//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Add(ON_TMP_SETTINGS_CHANGED);
#endif
m_isRegisteredForEvents = true;
}
// Update HideFlags on previously created sub text objects.
if (hideFlags != HideFlags.DontSave)
hideFlags = HideFlags.DontSave;
// Make the geometry visible when the object is enabled.
meshFilter.sharedMesh = mesh;
// Update _ClipRect values
if (m_sharedMaterial != null)
m_sharedMaterial.SetVector(ShaderUtilities.ID_ClipRect, new Vector4(-32767, -32767, 32767, 32767));
}
void OnDisable()
{
//Debug.Log("***** OnDisable() called on Sub Object ID [" + GetInstanceID() + "]. Parent Text Object ID [" + textComponent.GetInstanceID() + "] *****");
// Hide the geometry when the object is disabled.
m_meshFilter.sharedMesh = null;
if (m_fallbackMaterial != null)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = null;
}
}
void OnDestroy()
{
//Debug.Log("***** OnDestroy() called on Sub Object ID [" + GetInstanceID() + "]. Parent Text Object ID [" + textComponent.GetInstanceID() + "] *****");
// Destroy Mesh
if (m_mesh != null) DestroyImmediate(m_mesh);
if (m_fallbackMaterial != null)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
m_fallbackMaterial = null;
}
#if UNITY_EDITOR
// Unregister the event this object was listening to
TMPro_EventManager.MATERIAL_PROPERTY_EVENT.Remove(ON_MATERIAL_PROPERTY_CHANGED);
TMPro_EventManager.FONT_PROPERTY_EVENT.Remove(ON_FONT_PROPERTY_CHANGED);
//TMPro_EventManager.TEXTMESHPRO_PROPERTY_EVENT.Remove(ON_TEXTMESHPRO_PROPERTY_CHANGED);
TMPro_EventManager.DRAG_AND_DROP_MATERIAL_EVENT.Remove(ON_DRAG_AND_DROP_MATERIAL);
//TMPro_EventManager.TEXT_STYLE_PROPERTY_EVENT.Remove(ON_TEXT_STYLE_CHANGED);
TMPro_EventManager.SPRITE_ASSET_PROPERTY_EVENT.Remove(ON_SPRITE_ASSET_PROPERTY_CHANGED);
//TMPro_EventManager.TMP_SETTINGS_PROPERTY_EVENT.Remove(ON_TMP_SETTINGS_CHANGED);
#endif
m_isRegisteredForEvents = false;
// Notify parent text object
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
m_TextComponent.SetAllDirty();
}
}
#if UNITY_EDITOR
// Event received when custom material editor properties are changed.
void ON_MATERIAL_PROPERTY_CHANGED(bool isChanged, Material mat)
{
//Debug.Log("*** ON_MATERIAL_PROPERTY_CHANGED ***");
if (m_sharedMaterial == null)
return;
int targetMaterialID = mat.GetInstanceID();
int sharedMaterialID = m_sharedMaterial.GetInstanceID();
int fallbackSourceMaterialID = m_fallbackSourceMaterial == null ? 0 : m_fallbackSourceMaterial.GetInstanceID();
// Sync culling with parent text object
bool hasCullModeProperty = m_sharedMaterial.HasProperty(ShaderUtilities.ShaderTag_CullMode);
float cullMode = 0;
if (hasCullModeProperty)
{
cullMode = textComponent.fontSharedMaterial.GetFloat(ShaderUtilities.ShaderTag_CullMode);
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
}
// Filter events and return if the affected material is not this object's material.
if (targetMaterialID != sharedMaterialID)
{
// Check if event applies to the source fallback material
if (m_fallbackMaterial != null && fallbackSourceMaterialID == targetMaterialID && TMP_Settings.matchMaterialPreset)
{
TMP_MaterialManager.CopyMaterialPresetProperties(mat, m_fallbackMaterial);
// Re-sync culling with parent text object
if (hasCullModeProperty)
m_fallbackMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
}
else
return;
}
m_padding = GetPaddingForMaterial();
m_TextComponent.havePropertiesChanged = true;
m_TextComponent.SetVerticesDirty();
}
// Event to Track Material Changed resulting from Drag-n-drop.
void ON_DRAG_AND_DROP_MATERIAL(GameObject obj, Material currentMaterial, Material newMaterial)
{
// Check if event applies to this current object
#if UNITY_2018_2_OR_NEWER
if (obj == gameObject || UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(gameObject) == obj)
#else
if (obj == gameObject || UnityEditor.PrefabUtility.GetPrefabParent(gameObject) == obj)
#endif
{
if (!m_isDefaultMaterial) return;
// Make sure we have a valid reference to the renderer.
if (m_renderer == null) m_renderer = GetComponent();
UnityEditor.Undo.RecordObject(this, "Material Assignment");
UnityEditor.Undo.RecordObject(m_renderer, "Material Assignment");
SetSharedMaterial(newMaterial);
m_TextComponent.havePropertiesChanged = true;
}
}
// Event received when font asset properties are changed in Font Inspector
void ON_SPRITE_ASSET_PROPERTY_CHANGED(bool isChanged, UnityEngine.Object obj)
{
//if (spriteSheet != null && (obj as TMP_SpriteAsset == m_spriteAsset || obj as Texture2D == m_spriteAsset.spriteSheet))
//{
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
//m_TextComponent.SetVerticesDirty();
}
//}
}
// Event received when font asset properties are changed in Font Inspector
void ON_FONT_PROPERTY_CHANGED(bool isChanged, Object fontAsset)
{
if (m_fontAsset != null && fontAsset.GetInstanceID() == m_fontAsset.GetInstanceID())
{
// Copy Normal and Bold Weight
if (m_fallbackMaterial != null)
{
if (TMP_Settings.matchMaterialPreset)
{
TMP_MaterialManager.ReleaseFallbackMaterial(m_fallbackMaterial);
TMP_MaterialManager.CleanupFallbackMaterials();
}
}
}
}
///
/// Event received when the TMP Settings are changed.
///
void ON_TMP_SETTINGS_CHANGED()
{
// //Debug.Log("TMP Setting have changed.");
// //SetVerticesDirty();
// SetMaterialDirty();
}
#endif
public void DestroySelf()
{
Destroy(this.gameObject, 1f);
}
// Function called internally when a new material is assigned via the fontMaterial property.
Material GetMaterial(Material mat)
{
// Check in case Object is disabled. If so, we don't have a valid reference to the Renderer.
// This can occur when the Duplicate Material Context menu is used on an inactive object.
if (m_renderer == null)
m_renderer = GetComponent();
// Create Instance Material only if the new material is not the same instance previously used.
if (m_material == null || m_material.GetInstanceID() != mat.GetInstanceID())
m_material = CreateMaterialInstance(mat);
m_sharedMaterial = m_material;
// Compute and Set new padding values for this new material.
m_padding = GetPaddingForMaterial();
SetVerticesDirty();
SetMaterialDirty();
return m_sharedMaterial;
}
///
/// Method used to create an instance of the material
///
///
///
Material CreateMaterialInstance(Material source)
{
Material mat = new Material(source);
mat.shaderKeywords = source.shaderKeywords;
mat.name += " (Instance)";
return mat;
}
///
/// Method returning the shared material assigned to the text object.
///
///
Material GetSharedMaterial()
{
if (m_renderer == null)
m_renderer = GetComponent();
return m_renderer.sharedMaterial;
}
///
/// Method to set the shared material.
///
///
void SetSharedMaterial(Material mat)
{
//Debug.Log("*** SetSharedMaterial() *** FRAME (" + Time.frameCount + ")");
// Assign new material.
m_sharedMaterial = mat;
// Compute and Set new padding values for this new material.
m_padding = GetPaddingForMaterial();
SetMaterialDirty();
#if UNITY_EDITOR
if (m_sharedMaterial != null)
gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
#endif
}
///
/// Function called when the padding value for the material needs to be re-calculated.
///
///
public float GetPaddingForMaterial()
{
float padding = ShaderUtilities.GetPadding(m_sharedMaterial, m_TextComponent.extraPadding, m_TextComponent.isUsingBold);
return padding;
}
///
/// Function to update the padding values of the object.
///
///
///
public void UpdateMeshPadding(bool isExtraPadding, bool isUsingBold)
{
m_padding = ShaderUtilities.GetPadding(m_sharedMaterial, isExtraPadding, isUsingBold);
}
///
///
///
public void SetVerticesDirty()
{
if (!this.enabled)
return;
// This is called on the parent TextMeshPro component.
if (m_TextComponent != null)
{
m_TextComponent.havePropertiesChanged = true;
m_TextComponent.SetVerticesDirty();
}
}
///
///
///
public void SetMaterialDirty()
{
//if (!this.enabled)
// return;
UpdateMaterial();
//m_materialDirty = true;
//TMP_UpdateRegistry.RegisterCanvasElementForGraphicRebuild((ICanvasElement)this);
}
///
///
///
protected void UpdateMaterial()
{
//Debug.Log("*** STO - UpdateMaterial() *** FRAME (" + Time.frameCount + ")");
if (renderer == null || m_sharedMaterial == null) return;
m_renderer.sharedMaterial = m_sharedMaterial;
// Special handling to keep the Culling of the material in sync with parent text object
if (m_sharedMaterial.HasProperty(ShaderUtilities.ShaderTag_CullMode))
{
float cullMode = textComponent.fontSharedMaterial.GetFloat(ShaderUtilities.ShaderTag_CullMode);
m_sharedMaterial.SetFloat(ShaderUtilities.ShaderTag_CullMode, cullMode);
}
#if UNITY_EDITOR
if (m_sharedMaterial != null && gameObject.name != "TMP SubMesh [" + m_sharedMaterial.name + "]")
gameObject.name = "TMP SubMesh [" + m_sharedMaterial.name + "]";
#endif
}
///
///
///
//public void UpdateColliders(int vertexCount)
//{
// if (this.boxCollider == null) return;
// Vector2 bl = TMP_Math.MAX_16BIT;
// Vector2 tr = TMP_Math.MIN_16BIT;
// // Compute the bounds of the sub text object mesh (excluding the transform position).
// for (int i = 0; i < vertexCount; i++)
// {
// bl.x = Mathf.Min(bl.x, m_mesh.vertices[i].x);
// bl.y = Mathf.Min(bl.y, m_mesh.vertices[i].y);
// tr.x = Mathf.Max(tr.x, m_mesh.vertices[i].x);
// tr.y = Mathf.Max(tr.y, m_mesh.vertices[i].y);
// }
// Vector3 center = (bl + tr) / 2;
// Vector3 size = tr - bl;
// size.z = .1f;
// this.boxCollider.center = center;
// this.boxCollider.size = size;
//}
}
}