Add decompiled sources
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using System.Collections;
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using UnityEngine;
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namespace TMPro.Examples
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{
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public class SkewTextExample : MonoBehaviour
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{
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private TMP_Text m_TextComponent;
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public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.25f, 2f), new Keyframe(0.5f, 0f), new Keyframe(0.75f, 2f), new Keyframe(1f, 0f));
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public float CurveScale = 1f;
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public float ShearAmount = 1f;
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private void Awake()
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{
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m_TextComponent = base.gameObject.GetComponent<TMP_Text>();
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}
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private void Start()
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{
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StartCoroutine(WarpText());
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}
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private AnimationCurve CopyAnimationCurve(AnimationCurve curve)
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{
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return new AnimationCurve
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{
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keys = curve.keys
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};
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}
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private IEnumerator WarpText()
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{
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VertexCurve.preWrapMode = WrapMode.Once;
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VertexCurve.postWrapMode = WrapMode.Once;
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m_TextComponent.havePropertiesChanged = true;
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CurveScale *= 10f;
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float old_CurveScale = CurveScale;
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float old_ShearValue = ShearAmount;
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AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
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while (true)
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{
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if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount)
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{
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yield return null;
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continue;
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}
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old_CurveScale = CurveScale;
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old_curve = CopyAnimationCurve(VertexCurve);
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old_ShearValue = ShearAmount;
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m_TextComponent.ForceMeshUpdate();
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TMP_TextInfo textInfo = m_TextComponent.textInfo;
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int characterCount = textInfo.characterCount;
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if (characterCount == 0)
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{
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continue;
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}
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float x = m_TextComponent.bounds.min.x;
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float x2 = m_TextComponent.bounds.max.x;
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for (int i = 0; i < characterCount; i++)
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{
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if (textInfo.characterInfo[i].isVisible)
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{
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int vertexIndex = textInfo.characterInfo[i].vertexIndex;
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int materialReferenceIndex = textInfo.characterInfo[i].materialReferenceIndex;
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Vector3[] vertices = textInfo.meshInfo[materialReferenceIndex].vertices;
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Vector3 vector = new Vector2((vertices[vertexIndex].x + vertices[vertexIndex + 2].x) / 2f, textInfo.characterInfo[i].baseLine);
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vertices[vertexIndex] += -vector;
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vertices[vertexIndex + 1] += -vector;
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vertices[vertexIndex + 2] += -vector;
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vertices[vertexIndex + 3] += -vector;
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float num = ShearAmount * 0.01f;
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Vector3 vector2 = new Vector3(num * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0f, 0f);
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Vector3 vector3 = new Vector3(num * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0f, 0f);
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vertices[vertexIndex] += -vector3;
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vertices[vertexIndex + 1] += vector2;
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vertices[vertexIndex + 2] += vector2;
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vertices[vertexIndex + 3] += -vector3;
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float num2 = (vector.x - x) / (x2 - x);
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float num3 = num2 + 0.0001f;
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float y = VertexCurve.Evaluate(num2) * CurveScale;
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float y2 = VertexCurve.Evaluate(num3) * CurveScale;
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Vector3 lhs = new Vector3(1f, 0f, 0f);
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Vector3 rhs = new Vector3(num3 * (x2 - x) + x, y2) - new Vector3(vector.x, y);
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float num4 = Mathf.Acos(Vector3.Dot(lhs, rhs.normalized)) * 57.29578f;
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float z = ((Vector3.Cross(lhs, rhs).z > 0f) ? num4 : (360f - num4));
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Matrix4x4 matrix4x = Matrix4x4.TRS(new Vector3(0f, y, 0f), Quaternion.Euler(0f, 0f, z), Vector3.one);
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vertices[vertexIndex] = matrix4x.MultiplyPoint3x4(vertices[vertexIndex]);
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vertices[vertexIndex + 1] = matrix4x.MultiplyPoint3x4(vertices[vertexIndex + 1]);
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vertices[vertexIndex + 2] = matrix4x.MultiplyPoint3x4(vertices[vertexIndex + 2]);
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vertices[vertexIndex + 3] = matrix4x.MultiplyPoint3x4(vertices[vertexIndex + 3]);
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vertices[vertexIndex] += vector;
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vertices[vertexIndex + 1] += vector;
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vertices[vertexIndex + 2] += vector;
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vertices[vertexIndex + 3] += vector;
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}
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}
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m_TextComponent.UpdateVertexData();
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yield return null;
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}
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}
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}
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}
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