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 VertexJitter : MonoBehaviour
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{
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private struct VertexAnim
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{
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public float angleRange;
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public float angle;
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public float speed;
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}
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public float AngleMultiplier = 1f;
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public float SpeedMultiplier = 1f;
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public float CurveScale = 1f;
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private TMP_Text m_TextComponent;
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private bool hasTextChanged;
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private void Awake()
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{
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m_TextComponent = GetComponent<TMP_Text>();
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}
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private void OnEnable()
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{
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
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}
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private void OnDisable()
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{
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
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}
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private void Start()
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{
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StartCoroutine(AnimateVertexColors());
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}
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private void ON_TEXT_CHANGED(Object obj)
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{
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if (obj == m_TextComponent)
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{
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hasTextChanged = true;
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}
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}
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private IEnumerator AnimateVertexColors()
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{
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m_TextComponent.ForceMeshUpdate();
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TMP_TextInfo textInfo = m_TextComponent.textInfo;
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int loopCount = 0;
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hasTextChanged = true;
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VertexAnim[] vertexAnim = new VertexAnim[1024];
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for (int i = 0; i < 1024; i++)
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{
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vertexAnim[i].angleRange = Random.Range(10f, 25f);
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vertexAnim[i].speed = Random.Range(1f, 3f);
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}
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TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
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while (true)
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{
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if (hasTextChanged)
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{
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cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
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hasTextChanged = false;
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}
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int characterCount = textInfo.characterCount;
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if (characterCount == 0)
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{
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yield return new WaitForSeconds(0.25f);
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continue;
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}
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for (int j = 0; j < characterCount; j++)
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{
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if (textInfo.characterInfo[j].isVisible)
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{
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VertexAnim vertexAnim2 = vertexAnim[j];
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int materialReferenceIndex = textInfo.characterInfo[j].materialReferenceIndex;
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int vertexIndex = textInfo.characterInfo[j].vertexIndex;
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Vector3[] vertices = cachedMeshInfo[materialReferenceIndex].vertices;
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Vector3 vector = (Vector2)((vertices[vertexIndex] + vertices[vertexIndex + 2]) / 2f);
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Vector3[] vertices2 = textInfo.meshInfo[materialReferenceIndex].vertices;
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vertices2[vertexIndex] = vertices[vertexIndex] - vector;
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vertices2[vertexIndex + 1] = vertices[vertexIndex + 1] - vector;
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vertices2[vertexIndex + 2] = vertices[vertexIndex + 2] - vector;
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vertices2[vertexIndex + 3] = vertices[vertexIndex + 3] - vector;
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vertexAnim2.angle = Mathf.SmoothStep(0f - vertexAnim2.angleRange, vertexAnim2.angleRange, Mathf.PingPong((float)loopCount / 25f * vertexAnim2.speed, 1f));
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Matrix4x4 matrix4x = Matrix4x4.TRS(new Vector3(Random.Range(-0.25f, 0.25f), Random.Range(-0.25f, 0.25f), 0f) * CurveScale, Quaternion.Euler(0f, 0f, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
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vertices2[vertexIndex] = matrix4x.MultiplyPoint3x4(vertices2[vertexIndex]);
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vertices2[vertexIndex + 1] = matrix4x.MultiplyPoint3x4(vertices2[vertexIndex + 1]);
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vertices2[vertexIndex + 2] = matrix4x.MultiplyPoint3x4(vertices2[vertexIndex + 2]);
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vertices2[vertexIndex + 3] = matrix4x.MultiplyPoint3x4(vertices2[vertexIndex + 3]);
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vertices2[vertexIndex] += vector;
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vertices2[vertexIndex + 1] += vector;
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vertices2[vertexIndex + 2] += vector;
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vertices2[vertexIndex + 3] += vector;
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vertexAnim[j] = vertexAnim2;
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}
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}
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for (int k = 0; k < textInfo.meshInfo.Length; k++)
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{
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textInfo.meshInfo[k].mesh.vertices = textInfo.meshInfo[k].vertices;
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m_TextComponent.UpdateGeometry(textInfo.meshInfo[k].mesh, k);
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}
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loopCount++;
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yield return new WaitForSeconds(0.1f);
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}
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}
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}
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}
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