using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using FairyGUI;
using System;
namespace GFGGame
{
public class TypingFadeEffect : TypingEffect
{
protected Color32[] _backupColor32s;
protected Color32[] _color32s;
protected float charFadeDuration = 0.1f;
private float _currentCharFadeTime;
public Action typeFinishedAction;
public float progressShowNextWord = 0.8f;
///
///
///
///
public TypingFadeEffect(TextField textField) : base(textField) { }
///
///
///
///
public TypingFadeEffect(GTextField textField) : base(textField) { }
///
/// 开始打字效果。可以重复调用重复启动。
///
public new void Start()
{
_textField.graphics.meshModifier -= OnMeshModified;
_textField.Redraw();
_textField.graphics.meshModifier += OnMeshModified;
_stroke = false;
_shadow = false;
_strokeDrawDirs = 4;
_mainLayerStart = 0;
_mainLayerVertCount = 0;
_printIndex = 0;
_vertIndex = 0;
_currentCharFadeTime = 0.0f;
_started = true;
int vertCount = _textField.graphics.mesh.vertexCount;
UpdateBackUp();
// Clear mesh info
if (_vertices == null || _vertices.Length != vertCount)
_vertices = new Vector3[vertCount];
if (_color32s == null || _color32s.Length != vertCount)
{
_color32s = new Color32[vertCount];
}
Vector3 zero = Vector3.zero;
for (int i = 0; i < vertCount; i++)
_vertices[i] = zero;
_textField.graphics.mesh.vertices = _vertices;
//隐藏所有混排的对象
if (_textField.richTextField != null)
{
int ec = _textField.richTextField.htmlElementCount;
for (int i = 0; i < ec; i++)
_textField.richTextField.ShowHtmlObject(i, false);
}
int charCount = _textField.charPositions.Count;
for (int i = 0; i < charCount; i++)
{
TextField.CharPosition cp = _textField.charPositions[i];
_mainLayerVertCount += cp.vertCount;
}
if (_mainLayerVertCount < vertCount) //说明有描边或者阴影
{
int repeat = vertCount / _mainLayerVertCount;
_stroke = repeat > 2;
_shadow = repeat % 2 == 0;
_mainLayerStart = vertCount - vertCount / repeat;
_strokeLayerStart = _shadow ? (vertCount / repeat) : 0;
_strokeDrawDirs = repeat > 8 ? 8 : 4;
}
Timers.inst.StartCoroutine(UpdateFadeProgress());
}
public bool PrintFade(byte alpha)
{
if (!_started)
return false;
TextField.CharPosition cp;
List charPositions = _textField.charPositions;
int listCnt = charPositions.Count;
while (_printIndex < listCnt - 1) //最后一个是占位的,无效的,所以-1
{
cp = charPositions[_printIndex];
if (cp.vertCount > 0)
output(cp.vertCount, alpha);
if (cp.imgIndex > 0) //这是一个图片
{
_textField.richTextField.ShowHtmlObject(cp.imgIndex - 1, true);
return true;
}
else if (!char.IsWhiteSpace(_textField.parsedText[Mathf.Max(_printIndex - 1, 0)]))
return true;
}
Cancel();
typeFinishedAction.Invoke();
return false;
}
private void output(int vertCount, byte alpha)
{
int start, end;
start = _mainLayerStart + _vertIndex;
end = start + vertCount;
for (int i = start; i < end; i++)
{
_vertices[i] = _backupVerts[i];
_color32s[i] = _backupColor32s[i];
_color32s[i].a = alpha;
}
if (_stroke)
{
start = _strokeLayerStart + _vertIndex;
end = start + vertCount;
for (int i = start; i < end; i++)
{
for (int j = 0; j < _strokeDrawDirs; j++)
{
int k = i + _mainLayerVertCount * j;
_vertices[k] = _backupVerts[k];
}
}
}
if (_shadow)
{
start = _vertIndex;
end = start + vertCount;
for (int i = start; i < end; i++)
{
_vertices[i] = _backupVerts[i];
}
}
_textField.graphics.mesh.vertices = _vertices;
_textField.graphics.mesh.colors32 = _color32s;
if (alpha == 255)
{
_vertIndex += vertCount;
}
}
public new void Cancel()
{
if (!_started)
return;
_started = false;
_textField.graphics.meshModifier -= OnMeshModified;
_textField.graphics.SetMeshDirty();
}
///
/// 当打字过程中,文本可能会由于字体纹理更改而发生字体重建,要处理这种情况。
/// 图片对象不需要处理,因为HtmlElement.status里设定的隐藏标志不会因为Mesh更新而被冲掉。
///
void OnMeshModified()
{
if (_textField.graphics.mesh.vertexCount != _backupVerts.Length) //可能文字都改了
{
Cancel();
return;
}
UpdateBackUp();
int vertCount = _vertices.Length;
Vector3 zero = Vector3.zero;
for (int i = 0; i < vertCount; i++)
{
if (_vertices[i] != zero)
_vertices[i] = _backupVerts[i];
}
_textField.graphics.mesh.vertices = _vertices;
}
IEnumerator UpdateFadeProgress()
{
while (true)
{
if (!_started)
break;
_currentCharFadeTime += Time.deltaTime;
float progress = _currentCharFadeTime / charFadeDuration;
if(progress > progressShowNextWord)
{
PrintFade(255);
++_printIndex;
_currentCharFadeTime = 0.0f;
int listCnt = _textField.charPositions.Count;
if (_printIndex >= listCnt - 1)
{
typeFinishedAction.Invoke();
break;
}
}
else
{
byte alpha = (byte)(progress * 255);
PrintFade(alpha);
}
yield return new WaitForEndOfFrame();
}
}
// Back up origin text info
protected void UpdateBackUp()
{
_backupVerts = _textField.graphics.mesh.vertices;
_backupColor32s = _textField.graphics.mesh.colors32;
}
public void SetSpeed(float speed)
{
charFadeDuration = speed;
}
}
}