Merge branch 'development' into development
commit
5ef4736e68
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@ -209,6 +209,8 @@ There are almost 70+ extension controls / effect and other utilities in the proj
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|NicerOutline|RaycastMask|UIFlippable|UIImageCrop|SoftAlphaMask|
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|NicerOutline|RaycastMask|UIFlippable|UIImageCrop|SoftAlphaMask|
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|CylinderText|UIParticleSystem|CurlyUI|Shine Effect|Shader Effects|
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|CylinderText|UIParticleSystem|CurlyUI|Shine Effect|Shader Effects|
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> Text Effects are not supported with TextMeshPro due to its architecture, try using the native TextMeshPro effects instead.
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[Additional Components](https://unity-ui-extensions.github.io/Controls.html#additional-components)
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[Additional Components](https://unity-ui-extensions.github.io/Controls.html#additional-components)
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|ReturnKeyTrigger|TabNavigation|uGUITools|ScrollRectTweener|ScrollRectLinker|
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|ReturnKeyTrigger|TabNavigation|uGUITools|ScrollRectTweener|ScrollRectLinker|
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@ -1,13 +1,10 @@
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/// Credit Breyer
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/// Credit Breyer
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
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#if !UNITY_2022_1_OR_NEWER
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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{
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{
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#if UNITY_2022_1_OR_NEWER
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[RequireComponent(typeof(TMPro.TMP_Text))]
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#else
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[RequireComponent(typeof(Text))]
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[RequireComponent(typeof(Text))]
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#endif
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[RequireComponent(typeof(RectTransform))]
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[RequireComponent(typeof(RectTransform))]
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[AddComponentMenu("UI/Effects/Extensions/Curved Text")]
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[AddComponentMenu("UI/Effects/Extensions/Curved Text")]
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public class CurvedText : BaseMeshEffect
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public class CurvedText : BaseMeshEffect
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@ -87,3 +84,4 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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}
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}
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#endif
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@ -1,14 +1,11 @@
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/// adaption for cylindrical bending by herbst
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/// adaption for cylindrical bending by herbst
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/// Credit Breyer
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/// Credit Breyer
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
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/// Sourced from - http://forum.unity3d.com/threads/scripts-useful-4-6-scripts-collection.264161/#post-1777407
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#if UNITY_2022_1_OR_NEWER
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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{
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{
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#if UNITY_2022_1_OR_NEWER
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[RequireComponent(typeof(TMPro.TMP_Text))]
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#else
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[RequireComponent(typeof(Text))]
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[RequireComponent(typeof(Text))]
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#endif
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[RequireComponent(typeof(RectTransform))]
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[RequireComponent(typeof(RectTransform))]
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[AddComponentMenu("UI/Effects/Extensions/Cylinder Text")]
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[AddComponentMenu("UI/Effects/Extensions/Cylinder Text")]
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public class CylinderText : BaseMeshEffect
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public class CylinderText : BaseMeshEffect
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@ -57,3 +54,4 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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}
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}
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#endif
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@ -40,7 +40,7 @@ use HTML-like tags in your text. Try it out, you'll see what I mean. It doesn't
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break down entirely, but it doesn't really do what you'd want either.
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break down entirely, but it doesn't really do what you'd want either.
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*/
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*/
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#if !UNITY_2022_1_OR_NEWER
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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@ -74,6 +74,11 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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protected override void Awake()
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{
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Debug.Log($"Awake, [{m_spacing}]");
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}
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public override void ModifyMesh(VertexHelper vh)
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public override void ModifyMesh(VertexHelper vh)
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{
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{
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if (! IsActive()) return;
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if (! IsActive()) return;
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@ -81,11 +86,8 @@ namespace UnityEngine.UI.Extensions
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List<UIVertex> verts = new List<UIVertex>();
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List<UIVertex> verts = new List<UIVertex>();
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vh.GetUIVertexStream(verts);
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vh.GetUIVertexStream(verts);
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#if UNITY_2022_1_OR_NEWER
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var text = GetComponent<TMPro.TMP_Text>();
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#else
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var text = GetComponent<Text>();
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var text = GetComponent<Text>();
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#endif
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if (text == null)
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if (text == null)
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{
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{
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Debug.LogWarning("LetterSpacing: Missing Text component");
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Debug.LogWarning("LetterSpacing: Missing Text component");
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@ -98,28 +100,6 @@ namespace UnityEngine.UI.Extensions
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float alignmentFactor = 0;
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float alignmentFactor = 0;
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int glyphIdx = 0;
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int glyphIdx = 0;
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#if UNITY_2022_1_OR_NEWER
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switch (text.alignment)
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{
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case TMPro.TextAlignmentOptions.BottomLeft:
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case TMPro.TextAlignmentOptions.MidlineLeft:
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case TMPro.TextAlignmentOptions.TopLeft:
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alignmentFactor = 0f;
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break;
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case TMPro.TextAlignmentOptions.BottomJustified:
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case TMPro.TextAlignmentOptions.MidlineJustified:
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case TMPro.TextAlignmentOptions.TopJustified:
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alignmentFactor = 0.5f;
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break;
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case TMPro.TextAlignmentOptions.BottomRight:
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case TMPro.TextAlignmentOptions.MidlineRight:
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case TMPro.TextAlignmentOptions.TopRight:
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alignmentFactor = 1f;
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break;
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}
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#else
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switch (text.alignment)
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switch (text.alignment)
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{
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{
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case TextAnchor.LowerLeft:
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case TextAnchor.LowerLeft:
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@ -140,8 +120,7 @@ namespace UnityEngine.UI.Extensions
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alignmentFactor = 1f;
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alignmentFactor = 1f;
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break;
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break;
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}
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}
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#endif
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for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
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for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
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{
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{
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string line = lines[lineIdx];
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string line = lines[lineIdx];
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@ -193,3 +172,4 @@ namespace UnityEngine.UI.Extensions
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}
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}
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}
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}
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}
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}
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#endif
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@ -40,17 +40,14 @@ use HTML-like tags in your text. Try it out, you'll see what I mean. It doesn't
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break down entirely, but it doesn't really do what you'd want either.
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break down entirely, but it doesn't really do what you'd want either.
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*/
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*/
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#if !UNITY_2022_1_OR_NEWER
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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namespace UnityEngine.UI.Extensions
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{
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{
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[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
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[AddComponentMenu("UI/Effects/Extensions/Mono Spacing")]
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#if UNITY_2022_1_OR_NEWER
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[RequireComponent(typeof(TMPro.TMP_Text))]
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#else
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[RequireComponent(typeof(Text))]
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[RequireComponent(typeof(Text))]
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#endif
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[RequireComponent(typeof(RectTransform))]
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[RequireComponent(typeof(RectTransform))]
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///Summary
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///Summary
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/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip).
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/// Note, Vertex Count has changed in 5.2.1+, is now 6 (two tris) instead of 4 (tri strip).
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@ -62,21 +59,15 @@ namespace UnityEngine.UI.Extensions
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public bool UseHalfCharWidth = false;
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public bool UseHalfCharWidth = false;
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private RectTransform rectTransform;
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private RectTransform rectTransform;
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#if UNITY_2022_1_OR_NEWER
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private TMPro.TMP_Text text;
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#else
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private Text text;
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private Text text;
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#endif
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protected MonoSpacing() { }
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protected MonoSpacing() { }
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protected override void Awake()
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protected override void Awake()
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{
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{
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#if UNITY_2022_1_OR_NEWER
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text = GetComponent<TMPro.TMP_Text>();
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#else
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text = GetComponent<Text>();
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text = GetComponent<Text>();
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#endif
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if (text == null)
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if (text == null)
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{
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{
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Debug.LogWarning("MonoSpacing: Missing Text component");
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Debug.LogWarning("MonoSpacing: Missing Text component");
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@ -117,28 +108,6 @@ namespace UnityEngine.UI.Extensions
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float alignmentFactor = 0;
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float alignmentFactor = 0;
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int glyphIdx = 0;
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int glyphIdx = 0;
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#if UNITY_2022_1_OR_NEWER
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switch (text.alignment)
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{
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case TMPro.TextAlignmentOptions.BottomLeft:
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case TMPro.TextAlignmentOptions.MidlineLeft:
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case TMPro.TextAlignmentOptions.TopLeft:
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alignmentFactor = 0f;
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break;
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case TMPro.TextAlignmentOptions.BottomJustified:
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case TMPro.TextAlignmentOptions.MidlineJustified:
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case TMPro.TextAlignmentOptions.TopJustified:
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alignmentFactor = 0.5f;
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break;
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case TMPro.TextAlignmentOptions.BottomRight:
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case TMPro.TextAlignmentOptions.MidlineRight:
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case TMPro.TextAlignmentOptions.TopRight:
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alignmentFactor = 1f;
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break;
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}
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#else
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switch (text.alignment)
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switch (text.alignment)
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{
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{
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case TextAnchor.LowerLeft:
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case TextAnchor.LowerLeft:
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@ -159,7 +128,7 @@ namespace UnityEngine.UI.Extensions
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alignmentFactor = 1f;
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alignmentFactor = 1f;
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break;
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break;
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}
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}
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#endif
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for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
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for (int lineIdx=0; lineIdx < lines.Length; lineIdx++)
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{
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{
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string line = lines[lineIdx];
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string line = lines[lineIdx];
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@ -221,4 +190,5 @@ namespace UnityEngine.UI.Extensions
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vh.AddUIVertexTriangleStream(verts);
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vh.AddUIVertexTriangleStream(verts);
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}
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}
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}
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}
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}
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}
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#endif
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@ -296,8 +296,6 @@ namespace UnityEngine.UI.Extensions
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PopulateMesh (vh, pointsToDraw);
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PopulateMesh (vh, pointsToDraw);
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}
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}
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}
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}
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}
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}
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private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
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private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
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@ -501,6 +499,10 @@ namespace UnityEngine.UI.Extensions
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{
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{
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m_points = new Vector2[1];
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m_points = new Vector2[1];
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}
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}
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if (transform.GetComponent<RectTransform>().position != Vector3.zero)
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{
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Debug.LogWarning("A Line Renderer component should be on a RectTransform positioned at (0,0,0), do not use in child Objects.\nFor best results, create separate RectTransforms as children of the canvas positioned at (0,0) for a UILineRenderer and do not move.");
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|
}
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}
|
}
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}
|
}
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}
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}
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@ -40,6 +40,10 @@ namespace UnityEngine.UI.Extensions
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bool updateLine = false;
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bool updateLine = false;
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for (int i = 0; i < transforms.Length; i++)
|
for (int i = 0; i < transforms.Length; i++)
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{
|
{
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|
if (transforms[i] == null)
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|
{
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|
continue;
|
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|
}
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if (!updateLine && previousPositions[i] != transforms[i].position)
|
if (!updateLine && previousPositions[i] != transforms[i].position)
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{
|
{
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updateLine = true;
|
updateLine = true;
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|
@ -60,6 +64,10 @@ namespace UnityEngine.UI.Extensions
|
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// First, convert the pivot to worldspace
|
// First, convert the pivot to worldspace
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for (int i = 0; i < transforms.Length; i++)
|
for (int i = 0; i < transforms.Length; i++)
|
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{
|
{
|
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|
if (transforms[i] == null)
|
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|
{
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|
continue;
|
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|
}
|
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worldSpaces[i] = transforms[i].TransformPoint(thisPivot);
|
worldSpaces[i] = transforms[i].TransformPoint(thisPivot);
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}
|
}
|
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|
|
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|
@ -83,6 +91,10 @@ namespace UnityEngine.UI.Extensions
|
||||||
previousPositions = new Vector3[transforms.Length];
|
previousPositions = new Vector3[transforms.Length];
|
||||||
for (int i = 0; i < transforms.Length; i++)
|
for (int i = 0; i < transforms.Length; i++)
|
||||||
{
|
{
|
||||||
|
if (transforms[i] == null)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
previousPositions[i] = transforms[i].position;
|
previousPositions[i] = transforms[i].position;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
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Loading…
Reference in New Issue