181 lines
4.9 KiB
C#
181 lines
4.9 KiB
C#
using Cryville.Common.Pdt;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cryville.Crtr.Components {
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public class SpriteText : SpriteBase {
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public SpriteText() {
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SubmitProperty("frames", new op_set_frames(this));
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SubmitProperty("value", new PropOp.String(v => Value = v));
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SubmitProperty("size", new PropOp.Float(v => Size = v));
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SubmitProperty("spacing", new PropOp.Float(v => Spacing = v));
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SubmitProperty("opacity", new PropOp.Float(v => Opacity = v));
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}
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#pragma warning disable IDE1006
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class op_set_frames : PdtOperator {
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readonly SpriteText _self;
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public op_set_frames(SpriteText self) : base(2) {
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_self = self;
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}
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protected unsafe override void Execute() {
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var keys = GetOperand(0).AsString();
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var values = GetOperand(1);
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int arrtype; int len;
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values.GetArraySuffix(out arrtype, out len);
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var result = new Dictionary<char, SpriteInfo>(len);
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int o = 0;
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for (int i = 0; i < len; i++) {
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string v = values.AsString(o);
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o += v.Length * sizeof(char) + sizeof(int);
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result.Add(keys[i], new SpriteInfo { FrameName = v });
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}
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_self.Frames = result;
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}
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}
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#pragma warning restore IDE1006
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protected override void OnDestroy() {
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base.OnDestroy();
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foreach (var m in meshes) m.Value.Destroy();
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}
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readonly Dictionary<Texture2D, MeshWrapper> meshes = new Dictionary<Texture2D, MeshWrapper>();
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Dictionary<char, SpriteInfo> m_frames;
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public Dictionary<char, SpriteInfo> Frames {
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get { return m_frames; }
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set { m_frames = value; UpdateFrames(); UpdateScale(); }
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}
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public string m_value;
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public string Value {
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get { return m_value; }
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set {
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if (m_value == value) return;
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m_value = value; UpdateScale();
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}
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}
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public float m_size;
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public float Size {
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get { return m_size; }
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set { m_size = value; UpdateScale(); }
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}
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public float m_spacing;
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public float Spacing {
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get { return m_spacing; }
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set { m_spacing = value; UpdateScale(); }
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}
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protected override void UpdateScale() {
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if (!mesh.Initialized) return;
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UpdateMeshes();
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base.UpdateScale();
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}
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void UpdateFrames() {
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if (!mesh.Initialized) return;
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float frameHeight = 0;
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foreach (var m in meshes) m.Value.Destroy();
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meshes.Clear();
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foreach (var f in m_frames) {
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f.Value.Load();
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if (frameHeight == 0) frameHeight = f.Value.Rect.height;
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else if (frameHeight != f.Value.Rect.height) throw new Exception("Inconsistent frame height");
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if (!meshes.ContainsKey(f.Value.Frame.Texture)) {
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var m = new MeshWrapper();
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m.Init(mesh.MeshTransform);
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m.Mesh = new Mesh();
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m.Renderer.material.mainTexture = f.Value.Frame.Texture;
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meshes.Add(f.Value.Frame.Texture, m);
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}
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}
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}
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float sum_x;
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void UpdateMeshes() {
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// TODO optimize GC
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if (meshes.Count == 0) return;
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sum_x = 0;
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int vc = m_value.Length * 4;
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Dictionary<Texture2D, List<Vector3>> verts = new Dictionary<Texture2D, List<Vector3>>();
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Dictionary<Texture2D, List<Vector2>> uvs = new Dictionary<Texture2D, List<Vector2>>();
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foreach (var t in meshes.Keys) {
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verts.Add(t, new List<Vector3>(vc));
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uvs.Add(t, new List<Vector2>(vc));
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}
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foreach (var c in m_value) {
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var f = m_frames[c];
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var t = f.Frame.Texture;
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float w = f.Ratio * m_size;
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verts[t].Add(new Vector3(sum_x , 0, 0));
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verts[t].Add(new Vector3(sum_x + w, 0, 0));
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verts[t].Add(new Vector3(sum_x + w, 0, m_size));
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verts[t].Add(new Vector3(sum_x , 0, m_size));
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uvs[t].Add(f.Frame.GetUV(new Vector2(0, 0)));
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uvs[t].Add(f.Frame.GetUV(new Vector2(1, 0)));
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uvs[t].Add(f.Frame.GetUV(new Vector2(1, 1)));
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uvs[t].Add(f.Frame.GetUV(new Vector2(0, 1)));
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sum_x += w + m_spacing;
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}
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foreach (var t in meshes.Keys) {
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var m = meshes[t].Mesh;
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m.Clear();
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int cc = verts[t].Count / 4;
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int[] tris = new int[cc * 6];
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for (int i = 0; i < cc; i++) {
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tris[i * 6 ] = i * 4 ;
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tris[i * 6 + 1] = i * 4 + 3;
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tris[i * 6 + 2] = i * 4 + 1;
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tris[i * 6 + 3] = i * 4 + 1;
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tris[i * 6 + 4] = i * 4 + 3;
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tris[i * 6 + 5] = i * 4 + 2;
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}
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m.vertices = verts[t].ToArray();
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m.uv = uvs[t].ToArray();
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m.triangles = tris;
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m.RecalculateNormals();
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}
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sum_x -= m_spacing;
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}
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protected override Vector3 BaseSize {
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get { return new Vector3(sum_x, 1, m_size); }
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}
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protected override Vector3 BaseScale {
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get {
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return Vector3.one;
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}
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}
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protected override Vector2 BasePivot {
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get { return new Vector2(-0.5f, -0.5f); }
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}
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float _opacity = 1;
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public float Opacity {
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get { return _opacity; }
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set {
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_opacity = value;
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UpdateOpacity();
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}
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}
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void UpdateOpacity() {
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if (!mesh.Initialized) return;
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foreach (var m in meshes.Values) {
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var c = m.Renderer.material.color;
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c.a = _opacity;
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m.Renderer.material.color = c;
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}
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}
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public override void Init() {
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InternalInit();
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UpdateFrames();
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mesh.Mesh.Clear();
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UpdateScale();
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}
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}
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}
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