텍스트 애니메이션 패키지 추가

This commit is contained in:
NTG_Lenovo 2025-01-02 18:56:03 +09:00
parent 9114e03bf5
commit c560d7115f
158 changed files with 821 additions and 416 deletions

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@ -9,7 +9,7 @@ namespace Febucci.UI.Core.Editors
SerializedProperty waitForNormalChars;
SerializedProperty waitLong;
SerializedProperty waitMiddle;
SerializedProperty avoidMultiplePunctuactionWait;
SerializedProperty avoidMultiplePunctuationWait;
SerializedProperty waitForNewLines;
SerializedProperty waitForLastCharacter;
@ -24,7 +24,7 @@ namespace Febucci.UI.Core.Editors
waitForNormalChars = serializedObject.FindProperty("waitForNormalChars");
waitLong = serializedObject.FindProperty("waitLong");
waitMiddle = serializedObject.FindProperty("waitMiddle");
avoidMultiplePunctuactionWait = serializedObject.FindProperty("avoidMultiplePunctuactionWait");
avoidMultiplePunctuationWait = serializedObject.FindProperty("avoidMultiplePunctuationWait");
waitForNewLines = serializedObject.FindProperty("waitForNewLines");
waitForLastCharacter = serializedObject.FindProperty("waitForLastCharacter");
useTypewriterWaitForDisappearances = new PropertyWithDifferentLabel(serializedObject, "useTypewriterWaitForDisappearances", "Use Typewriter Wait Times");
@ -40,11 +40,12 @@ namespace Febucci.UI.Core.Editors
"waitLong",
"waitMiddle",
"avoidMultiplePunctuactionWait",
"avoidMultiplePunctuationWait",
"waitForNewLines",
"waitForLastCharacter",
"useTypewriterWaitForDisappearances",
"disappearanceSpeedMultiplier",
"disappearanceWaitTime"
"disappearanceWaitTime",
};
string[] baseProperties = base.GetPropertiesToExclude();
@ -70,7 +71,7 @@ namespace Febucci.UI.Core.Editors
EditorGUILayout.PropertyField(waitLong);
EditorGUILayout.PropertyField(waitMiddle);
EditorGUILayout.PropertyField(avoidMultiplePunctuactionWait);
EditorGUILayout.PropertyField(avoidMultiplePunctuationWait);
EditorGUILayout.PropertyField(waitForNewLines);
EditorGUILayout.PropertyField(waitForLastCharacter);
}

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serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Components/TypewriterByWordDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -6,7 +6,7 @@ namespace Febucci.UI.Core.Editors
[CustomEditor(typeof(TypewriterCore), true)]
class TypewriterCoreDrawer : Editor
{
SerializedProperty showLettersDinamically;
SerializedProperty useTypewriter;
SerializedProperty startTypewriterMode;
SerializedProperty hideAppearancesOnSkip;
SerializedProperty hideDisappearancesOnSkip;
@ -20,6 +20,8 @@ namespace Febucci.UI.Core.Editors
SerializedProperty onMessage;
SerializedProperty resetTypingSpeedAtStartup;
SerializedProperty waitForFullAppearance;
SerializedProperty waitForFullDisappearance;
string[] propertiesToExclude = new string[0];
@ -58,12 +60,14 @@ namespace Febucci.UI.Core.Editors
"onTextDisappeared",
"disappearanceOrientation",
"onMessage",
nameof(TypewriterCore.triggerShowedAfterEffectsEnd),
nameof(TypewriterCore.triggerDisappearedAfterEffectsEnd),
};
}
protected virtual void OnEnable()
{
showLettersDinamically = serializedObject.FindProperty("useTypeWriter");
useTypewriter = serializedObject.FindProperty("useTypeWriter");
startTypewriterMode = serializedObject.FindProperty("startTypewriterMode");
hideAppearancesOnSkip = serializedObject.FindProperty("hideAppearancesOnSkip");
hideDisappearancesOnSkip = serializedObject.FindProperty("hideDisappearancesOnSkip");
@ -78,6 +82,8 @@ namespace Febucci.UI.Core.Editors
onMessage = serializedObject.FindProperty("onMessage");
resetTypingSpeedAtStartup = serializedObject.FindProperty("resetTypingSpeedAtStartup");
waitForFullAppearance = serializedObject.FindProperty(nameof(TypewriterCore.triggerShowedAfterEffectsEnd));
waitForFullDisappearance = serializedObject.FindProperty(nameof(TypewriterCore.triggerDisappearedAfterEffectsEnd));
propertiesToExclude = GetPropertiesToExclude();
}
@ -100,7 +106,7 @@ namespace Febucci.UI.Core.Editors
EditorGUILayout.LabelField("Main Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(showLettersDinamically);
EditorGUILayout.PropertyField(useTypewriter);
EditorGUI.indentLevel--;
}
@ -113,7 +119,7 @@ namespace Febucci.UI.Core.Editors
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Typewriter", EditorStyles.boldLabel);
if (showLettersDinamically.boolValue)
if (useTypewriter.boolValue)
{
if (ButtonPlaymode("Start"))
{
@ -128,7 +134,7 @@ namespace Febucci.UI.Core.Editors
EditorGUILayout.EndHorizontal();
}
if (showLettersDinamically.boolValue)
if (useTypewriter.boolValue)
{
EditorGUI.indentLevel++;
@ -137,7 +143,7 @@ namespace Febucci.UI.Core.Editors
EditorGUILayout.PropertyField(resetTypingSpeedAtStartup);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Typewriter Skip", EditorStyles.boldLabel);
EditorGUILayout.LabelField("Typewriter Skip & Events", EditorStyles.boldLabel);
if (ButtonPlaymode("Skip"))
@ -152,11 +158,13 @@ namespace Febucci.UI.Core.Editors
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(hideAppearancesOnSkip);
EditorGUILayout.PropertyField(triggerEventsOnSkip);
EditorGUILayout.PropertyField(waitForFullAppearance);
EditorGUI.indentLevel--;
EditorGUILayout.LabelField("Disappearing");
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(hideDisappearancesOnSkip);
EditorGUILayout.PropertyField(waitForFullDisappearance);
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
@ -184,7 +192,7 @@ namespace Febucci.UI.Core.Editors
//GUI.enabled = showLettersDinamically.boolValue;
if (showLettersDinamically.boolValue)
if (useTypewriter.boolValue)
{
EditorGUI.indentLevel++;
@ -207,6 +215,9 @@ namespace Febucci.UI.Core.Editors
EditorGUILayout.LabelField("Typewriter Wait", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
GUI.enabled = false;
if(!useTypewriter.boolValue) EditorGUILayout.LabelField("[!] 'Use Typewriter' option is disabled, so these settings might not apply", EditorStyles.wordWrappedMiniLabel);
GUI.enabled = true;
OnTypewriterSectionGUI();
EditorGUI.indentLevel--;
}
@ -228,9 +239,11 @@ namespace Febucci.UI.Core.Editors
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
GUI.enabled = false;
if(!useTypewriter.boolValue) EditorGUILayout.LabelField("[!] 'Use Typewriter' option is disabled, so these settings might not apply", EditorStyles.wordWrappedMiniLabel);
EditorGUILayout.LabelField("To start disappearances, please call the 'StartDisappearingText()' method. See the docs for more.", EditorStyles.wordWrappedMiniLabel);
GUI.enabled = true;

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Components/TypewriterCoreDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Properties/ColorCurvePropertyDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Properties/EmissionCurvePropertyDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Properties/FloatCurvePropertyDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Scriptables/Actions/ActionScriptableDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Scriptables/Animations/AnimScriptableDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Scriptables/Database/ActionDatabaseScriptableDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Scriptables/Database/AnimDatabaseScriptableDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Scriptables/Database/AnimationElementDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Scriptables/Database/DatabaseSharedDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Settings/TextAnimatorInstallationData.cs
uploadId: 653377
uploadId: 710156

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@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Settings/TextAnimatorInstallationDataDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -13,6 +13,7 @@ namespace Febucci.UI
SerializedProperty appearances;
SerializedProperty styles;
SerializedProperty actions;
SerializedProperty controlTags;
void OnEnable()
@ -21,6 +22,7 @@ namespace Febucci.UI
appearances = serializedObject.FindProperty(nameof(TextAnimatorSettings.appearances));
styles = serializedObject.FindProperty(nameof(TextAnimatorSettings.defaultStyleSheet));
actions = serializedObject.FindProperty(nameof(TextAnimatorSettings.actions));
controlTags = serializedObject.FindProperty(nameof(TextAnimatorSettings.controlTags));
}
void DrawEffects()
@ -61,6 +63,9 @@ namespace Febucci.UI
DrawStyles();
EditorGUILayout.Space();
EditorGUILayout.PropertyField(controlTags);
EditorGUILayout.Space();
extraSettings = EditorGUILayout.Foldout(extraSettings, "Extra Settings", EditorStyles.foldoutHeader);
if (extraSettings)

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Settings/TextAnimatorSettingsDrawer.cs
uploadId: 653377
uploadId: 710156

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@ -11,7 +11,7 @@ namespace Febucci.UI
{
public class TextAnimatorSetupWindow : EditorWindow
{
const string currentVersion = "2.1.1";
const string currentVersion = "2.3.0";
const string path_defaultInstallation = "Assets/Plugins/Febucci/Text Animator";
TextAnimatorInstallationData installationData;

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@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/Settings/TextAnimatorSetupWindow.cs
uploadId: 653377
uploadId: 710156

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/_Core/GenericSharedDrawer.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/_Core/SharedDrawer.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Drawers/_Core/TexturesLoader.cs
uploadId: 653377
uploadId: 710156

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@ -9,6 +9,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Febucci.TextAnimator.Editor.asmdef
uploadId: 653377
uploadId: 710156

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@ -110,6 +110,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Resources/Text Animator/about_logo.png
uploadId: 653377
uploadId: 710156

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@ -110,6 +110,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Resources/Text Animator/pause_icon.png
uploadId: 653377
uploadId: 710156

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@ -110,6 +110,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Resources/Text Animator/play_icon.png
uploadId: 653377
uploadId: 710156

View File

@ -110,6 +110,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Resources/Text Animator/restart_icon.png
uploadId: 653377
uploadId: 710156

View File

@ -110,6 +110,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Resources/Text Animator/save_icon.png
uploadId: 653377
uploadId: 710156

View File

@ -98,6 +98,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Editor/Resources/Text Animator/stop_icon.png
uploadId: 653377
uploadId: 710156

View File

@ -9,6 +9,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Animator/TextMeshPro/Febucci.TextAnimator.TMP.Runtime.asmdef
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Animator/TextMeshPro/TMPTagParser.cs
uploadId: 653377
uploadId: 710156

View File

@ -2,6 +2,7 @@
using Febucci.UI.Core.Parsing;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Febucci.UI
{
@ -93,10 +94,23 @@ namespace Febucci.UI
if (attachedInputField) attachedInputField.text = text; //renders input field
else tmpComponent.text = text; //<-- sets the text
// forces rebuilding the layout for text that is truncated etc., otherwise it keeps the
// old textInfo
switch (tmpComponent.overflowMode)
{
case TextOverflowModes.Overflow:
case TextOverflowModes.ScrollRect:
case TextOverflowModes.Masking:
break;
default:
LayoutRebuilder.ForceRebuildLayoutImmediate(tmpComponent.rectTransform);
break;
}
OnForceMeshUpdate();
textInfo = tmpComponent.GetTextInfo(tmpComponent.text);
#if UNITY_EDITOR
if (!Application.isPlaying)
{
@ -182,6 +196,16 @@ namespace Febucci.UI
}
}
public override int GetRenderedCharactersCountInsidePage() => TMProComponent.overflowMode != TextOverflowModes.Overflow ? TMProComponent.firstOverflowCharacterIndex : base.GetRenderedCharactersCountInsidePage();
public override int GetFirstCharacterIndexInsidePage()
{
if(TMProComponent.pageToDisplay <= 1)
return 0;
return TMProComponent.textInfo.pageInfo[TMProComponent.pageToDisplay - 1].firstCharacterIndex;
}
protected override void PasteMeshToSource(CharacterData[] characters)
{

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Animator/TextMeshPro/TextAnimator_TMP.cs
uploadId: 653377
uploadId: 710156

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Animator/_Core/AnimationLoop.cs
uploadId: 653377
uploadId: 710156

View File

@ -131,14 +131,16 @@ namespace Febucci.UI.Core
for (int i = 0; i < charactersCount; i++)
{
if (!characters[i].isVisible)
if (characters[i].isVisible)
{
if (characters[i].passedTime <= 0)
// not fully shown yet
if (characters[i].info.isRendered && characters[i].passedTime < characters[i].info.appearancesMaxDuration)
return false;
}
else
{
if (characters[i].info.isRendered && characters[i].passedTime < characters[i].info.appearancesMaxDuration)
// hidden
if (characters[i].passedTime <= 0)
return false;
}
}
@ -154,7 +156,7 @@ namespace Febucci.UI.Core
/// <remarks>
/// You can use this to check if the disappearance effects are still running.
/// </remarks>
public bool anyLetterVisible //TODO test
public bool anyLetterVisible
{
get
{
@ -337,6 +339,38 @@ namespace Febucci.UI.Core
get => disappearances;
set => disappearances = value;
}
Vector2Int[] typewriterDisabledRange;
/// <summary>
/// Holds any range where the typewriter should be skipped entirely and show the entire text.
/// Only takes effect if you're using a <see cref="TypewriterCore"/>
/// </summary>
/// <remarks><seealso cref="IsTypewriterEnabledAtIndex"/>
///P.S. this value is reset every time you set a new text, calculating the "notypewriter" tags in it
/// </remarks>
public Vector2Int[] TypewriterDisabledRange
{
get => typewriterDisabledRange;
set => typewriterDisabledRange = value;
}
/// <summary>
/// True if the typewriter should calculate a <see cref="CharacterData"/> appearance or disappearance time.
/// Calculated from <see cref="TypewriterDisabledRange"/>
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public bool IsTypewriterEnabledAtIndex(int index)
{
foreach (var range in typewriterDisabledRange)
{
if (index >= range.x && index < range.y) return false;
}
return true;
}
#endregion
#region Actions and Events
@ -507,6 +541,7 @@ namespace Febucci.UI.Core
disappearances = new AnimationRegion[0];
actions = new ActionMarker[0];
events = new EventMarker[0];
typewriterDisabledRange = Array.Empty<Vector2Int>();
if(DatabaseActions) DatabaseActions.ForceBuildRefresh();
if(DatabaseAppearances) DatabaseAppearances.ForceBuildRefresh();
@ -520,7 +555,21 @@ namespace Febucci.UI.Core
/// Contains TextAnimator's current time values.
/// </summary>
[HideInInspector] public TimeData time;
/// <summary>
/// Returns the first character index inside the page, in case the text has an overflow mode set up and the text is paginated.
/// </summary>
/// <example>
/// If each page has 5 characters, and we're on page 2, then this method would return 5 as the starting index of the text.
/// </example>
/// <returns></returns>
public virtual int GetFirstCharacterIndexInsidePage() => 0;
/// <summary>
/// Returns the number of characters that fit inside the page, in case the text has an overflow mode set up and the text is paginated. (otherwise simply returns the characters count)
/// </summary>
/// <returns></returns>
public virtual int GetRenderedCharactersCountInsidePage() => CharactersCount;
void UpdateUniformIntensity()
{
@ -559,7 +608,7 @@ namespace Febucci.UI.Core
/// </summary>
[Tooltip("Controls how default tags should be applied.\n\"Fallback\" will apply the effects only to characters that don't have any.\n\"Constant\" will apply the default effects to all the characters, even if they already have other tags via text.")]
public DefaultTagsMode defaultTagsMode = DefaultTagsMode.Fallback;
#region Text
protected virtual TagParserBase[] GetExtraParsers(){ return Array.Empty<TagParserBase>(); }
@ -835,6 +884,8 @@ namespace Febucci.UI.Core
ActionParser ruleActions = new ActionParser(settings.actions.openingSymbol, '/', settings.actions.closingSymbol, databaseActions);
EventParser ruleEvents = new EventParser('<', '/', '>');
var typewriterDisabled = new PlainTagParser(settings.controlTags.disableTypewriter, '<', '/', '>');
//TODO optimize
var parsers = new System.Collections.Generic.List<TagParserBase>()
{
@ -842,7 +893,8 @@ namespace Febucci.UI.Core
ruleAppearance,
ruleDisappearance,
ruleActions,
ruleEvents
ruleEvents,
typewriterDisabled
};
foreach (var extraParser in GetExtraParsers())
@ -870,6 +922,7 @@ namespace Febucci.UI.Core
disappearances = ruleDisappearance.results;
actions = ruleActions.results;
events = ruleEvents.results;
typewriterDisabledRange = typewriterDisabled.results;
//Adds fallback effects to characters that have no effect assigned
AddFallbackEffectsFor(ref behaviors, VisibilityMode.Persistent,databaseBehaviors, defaultBehaviorsTags);
@ -1000,27 +1053,49 @@ namespace Febucci.UI.Core
/// </summary>
/// <param name="index">Character's index. See <see cref="CharactersCount"/> and the <see cref="Characters"/> array.</param>
/// <param name="isVisible">Controls if the character should be visible</param>
public void SetVisibilityChar(int index, bool isVisible)
/// <param name="canPlayEffects"></param>
public void SetVisibilityChar(int index, bool isVisible, bool canPlayEffects = true)
{
if(index<0 ||index>=charactersCount) return;
if (index < 0 || index >= charactersCount) return;
characters[index].isVisible = isVisible;
if (isVisible) latestCharacterShown = characters[index];
if (isVisible)
{
latestCharacterShown = characters[index];
}
else
{
// fixes a bug that prevents disappearances from firing in case the character has finished appearing (if any) but that wouldn't be enough time to show disappearances at all
// - limit edge case would be no appearance, so the char time would be something close to zero (deltaTime), disappearances 1sec or similar, thus disappearing instantly
if (characters[index].info.disappearancesMaxDuration > characters[index].passedTime && characters[index].passedTime >= characters[index].info.appearancesMaxDuration)
characters[index].passedTime = characters[index].info.disappearancesMaxDuration;
}
if (!canPlayEffects)
{
if (isVisible)
characters[index].passedTime = characters[index].info.appearancesMaxDuration;
else
characters[index].passedTime = 0;
}
}
//TODO TEST
/// <summary>
/// Sets a word visibility.
/// </summary>
/// <param name="index">Word's index. See <see cref="WordsCount"/> and the <see cref="Words"/> array.</param>
/// <param name="isVisible">Controls if the word should be visible</param>
public void SetVisibilityWord(int index, bool isVisible)
/// <param name="canPlayEffects"></param>
public void SetVisibilityWord(int index, bool isVisible, bool canPlayEffects = true)
{
if(index<0 || index >= wordsCount) return;
WordInfo word = words[index];
for (int i = Mathf.Max(word.firstCharacterIndex, 0); i <= word.lastCharacterIndex && i < charactersCount; i++)
{
SetVisibilityChar(i, isVisible);
SetVisibilityChar(i, isVisible, canPlayEffects);
}
}
@ -1035,25 +1110,7 @@ namespace Febucci.UI.Core
{
for (int i = 0; i < charactersCount; i++)
{
SetVisibilityChar(i, isVisible);
}
if (!canPlayEffects)
{
if (isVisible)
{
for (int i = 0; i < charactersCount;i++)
{
characters[i].passedTime = characters[i].info.appearancesMaxDuration;
}
}
else
{
for (int i = 0; i < charactersCount;i++)
{
characters[i].passedTime = 0;
}
}
SetVisibilityChar(i, isVisible, canPlayEffects);
}
}

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Animator/_Core/TAnimCore.cs
uploadId: 653377
uploadId: 710156

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Animator/_Core/TimeData.cs
uploadId: 653377
uploadId: 710156

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Animator/_Core/TimeScale.cs
uploadId: 653377
uploadId: 710156

View File

@ -1,5 +1,6 @@
using Febucci.UI.Core;
using UnityEngine;
using UnityEngine.Serialization;
namespace Febucci.UI
{
@ -16,7 +17,12 @@ namespace Febucci.UI
[SerializeField, Attributes.CharsDisplayTime, Tooltip("Wait time for normal letters")] public float waitForNormalChars = .03f;
[SerializeField, Attributes.CharsDisplayTime, Tooltip("Wait time for ! ? .")] public float waitLong = .6f;
[SerializeField, Attributes.CharsDisplayTime, Tooltip("Wait time for ; : ) - ,")] public float waitMiddle = .2f;
[SerializeField, Tooltip("-True: only the last punctuaction on a sequence waits for its category time.\n-False: each punctuaction will wait, regardless if it's in a sequence or not")] public bool avoidMultiplePunctuactionWait = false;
[System.Obsolete("Typo, please use 'avoidMultiplePunctuationWait' instead.")]
public bool avoidMultiplePunctuactionWait => avoidMultiplePunctuationWait;
[FormerlySerializedAs("avoidMultiplePunctuactionWait")]
[SerializeField, Tooltip("-True: only the last punctuation on a sequence waits for its category time.\n-False: each punctuation will wait, regardless if it's in a sequence or not")] public bool avoidMultiplePunctuationWait = false;
[SerializeField, Tooltip("True if you want the typewriter to wait for new line characters")] public bool waitForNewLines = true;
@ -35,7 +41,7 @@ namespace Febucci.UI
return 0;
//avoids waiting for multiple times if there are puntuactions near each other
if (avoidMultiplePunctuactionWait && char.IsPunctuation(character)) //curr char is punctuation
if (avoidMultiplePunctuationWait && char.IsPunctuation(character)) //curr char is punctuation
{
//next char is punctuation too, so skips this one
if (charIndex < TextAnimator.CharactersCount - 1

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Typewriter/Built-in/TypewriterByCharacter.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Typewriter/Built-in/TypewriterByWord.cs
uploadId: 653377
uploadId: 710156

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Typewriter/_Core/CharacterEvent.cs
uploadId: 653377
uploadId: 710156

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Typewriter/_Core/MessageEvent.cs
uploadId: 653377
uploadId: 710156

View File

@ -115,6 +115,26 @@ namespace Febucci.UI.Core
#endregion
/// <summary>
/// <c>true</c> if you want to wait for every single character to animate before invoking <see cref="onTextShowed"/>.
/// Otherwise, you might have that event invoked even if the very last character(s) are animating.
/// </summary>
/// <remarks>
/// Usually users don't want to wait for the very last letter(s), similar to punctuation. That said, this option might come useful in cases like you have very slow letters.
/// </remarks>
[Tooltip("True if you want to wait for every single character appearance to finish before triggering 'onTextShowed'. Default to false, as effects are usually fast enough and make the letters visible, and users are able to read them instantly.")]
public bool triggerShowedAfterEffectsEnd = false;
/// <summary>
/// <c>true</c> if you want to wait for every single character to animate before invoking <see cref="onTextDisappeared"/>.
/// Otherwise, you might have that event invoked even if the very last character(s) are animating.
/// </summary>
/// <remarks>
/// Usually users don't want to wait for the very last letter(s), similar to punctuation. That said, this option might come useful in cases like you have very slow letters.
/// </remarks>
[Tooltip("True if you want to wait for every single character disappearance to finish before triggering 'onTextDisappeared'. Default to false, as effects are usually fast enough")]
public bool triggerDisappearedAfterEffectsEnd = false;
#endregion
#region Events
@ -200,12 +220,32 @@ namespace Febucci.UI.Core
/// </remarks>
public void SkipTypewriter()
{
void SetVisibilityWithOverflow(bool visible)
{
var visibleCharactersInPage = TextAnimator.GetRenderedCharactersCountInsidePage();
if (visibleCharactersInPage > 0 && visibleCharactersInPage != TextAnimator.CharactersCount)
{
int firstCharacter = TextAnimator.GetFirstCharacterIndexInsidePage();
if(firstCharacter<0) firstCharacter = 0;
int lastCharacter = firstCharacter + visibleCharactersInPage;
for (int i = firstCharacter; i < lastCharacter; i++)
{
TextAnimator.SetVisibilityChar(i, visible, !hideAppearancesOnSkip);
}
}
else
{
TextAnimator.SetVisibilityEntireText(visible, !hideAppearancesOnSkip);
}
}
if (isShowingText)
{
StopAllCoroutines();
isShowingText = false;
TextAnimator.SetVisibilityEntireText(true, !hideAppearancesOnSkip);
SetVisibilityWithOverflow(true);
if (triggerEventsOnSkip)
{
@ -221,7 +261,7 @@ namespace Febucci.UI.Core
isHidingText = false;
onTextDisappeared?.Invoke();
TextAnimator.SetVisibilityEntireText(false, !hideDisappearancesOnSkip);
SetVisibilityWithOverflow(false);
// No events on disappearance
@ -261,6 +301,13 @@ namespace Febucci.UI.Core
if (restart)
{
TextAnimator.SetVisibilityEntireText(false, false);
}
// makes sure to reset actions etc. if no text is about to restart
// (might also happen if restart=false, but user called SetText and/or text finished and should restart
// calling this method)
if (TextAnimator.firstVisibleCharacter == 0)
{
latestActionTriggered = 0;
latestEventTriggered = 0;
}
@ -270,6 +317,7 @@ namespace Febucci.UI.Core
showRoutine = StartCoroutine(ShowTextRoutine());
}
protected abstract float GetWaitAppearanceTimeOf(int charIndex);
Coroutine showRoutine;
@ -290,7 +338,14 @@ namespace Febucci.UI.Core
bool actionsEnabled = settings && settings.actions.enabled;
// --- SHOWS TEXT LETTERS ---
for(int i=0;i<TextAnimator.CharactersCount;i++)
int visibleCharsInPage = TextAnimator.GetRenderedCharactersCountInsidePage();
if(visibleCharsInPage<=0) visibleCharsInPage = TextAnimator.CharactersCount;
int firstCharacter = TextAnimator.GetFirstCharacterIndexInsidePage();
if(firstCharacter<0) firstCharacter = 0;
int lastCharacter = firstCharacter + visibleCharsInPage;
for(int i=firstCharacter;i<TextAnimator.CharactersCount && i < lastCharacter; i++)
{
// -- actions --
if (actionsEnabled)
@ -307,39 +362,42 @@ namespace Febucci.UI.Core
// -- events --
TriggerEventsUntil(i+1);
if(TextAnimator.Characters[i].isVisible) continue;
if (TextAnimator.Characters[i].isVisible) continue;
// -- shows letter --
TextAnimator.SetVisibilityChar(i, true);
onCharacterVisible?.Invoke(TextAnimator.latestCharacterShown.info.character);
// -- WAITS TIME -- (identical to HideTextRoutine, in order to skip frames correctly)
float timeToWait = GetWaitAppearanceTimeOf(i);
float deltaTime = GetDeltaTime(typingInfo);
if (timeToWait < 0) timeToWait = 0;
if (timeToWait < deltaTime) //waiting less time than a frame, we don't wait yet
{
typingInfo.timePassed += timeToWait;
if (typingInfo.timePassed >= deltaTime) //waits only if we "surpassed" a frame duration
{
yield return null;
//saves remaining time to next frame as already waited time
typingInfo.timePassed %= deltaTime;
}
}
else
{
//waits until enough time has passed
while (typingInfo.timePassed < timeToWait)
{
typingInfo.timePassed += deltaTime;
yield return null;
deltaTime = GetDeltaTime(typingInfo);
}
typingInfo.timePassed %= timeToWait; //saves remaining time to next frame
// -- WAITS TIME -- (identical to HideTextRoutine, in order to skip frames correctly)
if (_textAnimator.IsTypewriterEnabledAtIndex(i))
{
float timeToWait = GetWaitAppearanceTimeOf(i);
float deltaTime = GetDeltaTime(typingInfo);
if (timeToWait < 0) timeToWait = 0;
if (timeToWait < deltaTime) //waiting less time than a frame, we don't wait yet
{
typingInfo.timePassed += timeToWait;
if (typingInfo.timePassed >= deltaTime) //waits only if we "surpassed" a frame duration
{
yield return null;
//saves remaining time to next frame as already waited time
typingInfo.timePassed %= deltaTime;
}
}
else
{
//waits until enough time has passed
while (typingInfo.timePassed < timeToWait)
{
typingInfo.timePassed += deltaTime;
yield return null;
deltaTime = GetDeltaTime(typingInfo);
}
typingInfo.timePassed %= timeToWait; //saves remaining time to next frame
}
}
}
@ -356,9 +414,15 @@ namespace Febucci.UI.Core
}
TriggerEventsUntil(int.MaxValue);
if (triggerShowedAfterEffectsEnd)
{
while (!_textAnimator.allLettersShown)
yield return null;
}
// --- CALLBACKS ---
onTextShowed?.Invoke();
isShowingText = false;
onTextShowed?.Invoke();
}
/// <summary>
@ -444,20 +508,29 @@ namespace Febucci.UI.Core
// --- INITIALIZATION ---
TypingInfo typingInfo = new TypingInfo();
int visibleCharsInPage = TextAnimator.GetRenderedCharactersCountInsidePage();
if(visibleCharsInPage<=0) visibleCharsInPage = TextAnimator.CharactersCount;
int firstCharacter = TextAnimator.GetFirstCharacterIndexInsidePage();
if(firstCharacter<0) firstCharacter = 0;
int lastCharacter = firstCharacter + visibleCharsInPage;
// Chooses the order in which the letters will disappear
int[] indexes = new int[TextAnimator.CharactersCount];
switch (disappearanceOrientation)
{
default:
case DisappearanceOrientation.SameAsTypewriter: //disappears from the end
for (int i = 0; i < TextAnimator.CharactersCount; i++) indexes[i] = i;
for (int i = firstCharacter; i < TextAnimator.CharactersCount && i < lastCharacter; i++) indexes[i] = i;
break;
case DisappearanceOrientation.Inverted:
for (int i = 0; i < TextAnimator.CharactersCount; i++) indexes[i] = TextAnimator.CharactersCount - i - 1;
for (int i = firstCharacter; i < TextAnimator.CharactersCount && i < lastCharacter; i++) indexes[i] = visibleCharsInPage - i - 1;
break;
case DisappearanceOrientation.Random:
for (int i = 0; i < TextAnimator.CharactersCount; i++) indexes[i] = i;
for (int i = firstCharacter; i < TextAnimator.CharactersCount && i < lastCharacter; i++) indexes[i] = i;
indexes = ShuffleArray(indexes);
break;
}
@ -465,7 +538,8 @@ namespace Febucci.UI.Core
// --- CALLBACKS ---
// --- HIDES TEXT ---
for (int i = 0; i < TextAnimator.CharactersCount; i++)
for (int i = 0; i < indexes.Length; i++)
{
int indexToHide = indexes[i];
if(!TextAnimator.Characters[indexToHide].isVisible) continue;
@ -474,35 +548,44 @@ namespace Febucci.UI.Core
float timeToWait = GetWaitDisappearanceTimeOf(indexToHide);
// -- WAITS TIME -- (identical to ShowTextRoutine, in order to skip frames correctly)
float deltaTime = GetDeltaTime(typingInfo);
if (timeToWait < 0) timeToWait = 0;
if (timeToWait < deltaTime) //waiting less time than a frame, we don't wait yet
if (_textAnimator.IsTypewriterEnabledAtIndex(i))
{
typingInfo.timePassed += timeToWait;
if (typingInfo.timePassed >= deltaTime) //waits only if we "surpassed" a frame duration
float deltaTime = GetDeltaTime(typingInfo);
if (timeToWait < 0) timeToWait = 0;
if (timeToWait < deltaTime) //waiting less time than a frame, we don't wait yet
{
yield return null;
//saves remaining time to next frame as already waited time
typingInfo.timePassed %= deltaTime;
typingInfo.timePassed += timeToWait;
if (typingInfo.timePassed >= deltaTime) //waits only if we "surpassed" a frame duration
{
yield return null;
//saves remaining time to next frame as already waited time
typingInfo.timePassed %= deltaTime;
}
}
}
else
{
//waits until enough time has passed
while (typingInfo.timePassed < timeToWait)
else
{
typingInfo.timePassed += deltaTime;
yield return null;
deltaTime = GetDeltaTime(typingInfo);
}
//waits until enough time has passed
while (typingInfo.timePassed < timeToWait)
{
typingInfo.timePassed += deltaTime;
yield return null;
deltaTime = GetDeltaTime(typingInfo);
}
typingInfo.timePassed %= timeToWait; //saves remaining time to next frame
typingInfo.timePassed %= timeToWait; //saves remaining time to next frame
}
}
}
if (triggerDisappearedAfterEffectsEnd)
{
while (_textAnimator.anyLetterVisible)
yield return null;
}
// --- CALLBACKS ---
onTextDisappeared?.Invoke();
isHidingText = false;
onTextDisappeared?.Invoke();
}
#endregion

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Typewriter/_Core/TypewriterCore.cs
uploadId: 653377
uploadId: 710156

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Components/Typewriter/_Core/TypingInfo.cs
uploadId: 653377
uploadId: 710156

View File

@ -9,6 +9,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Febucci.TextAnimator.Runtime.asmdef
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Markers/Actions/ActionDatabase.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Markers/Actions/ActionMarker.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Markers/Actions/ActionParser.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Markers/Events/EventMarker.cs
uploadId: 653377
uploadId: 710156

View File

@ -45,7 +45,6 @@ namespace Febucci.UI.Core.Parsing
System.Array.Resize(ref _results, _results.Length + 1);
_results[_results.Length - 1] = textEvent;
return true;
}
}

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@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Markers/Events/EventParser.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Markers/_Core/MarkerBase.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Regions/Animations/AnimationParser.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Regions/Animations/AnimationRegion.cs
uploadId: 653377
uploadId: 710156

View File

@ -5,6 +5,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Regions/Styles/StylesParser.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Regions/_Core/ModifierInfo.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Regions/_Core/RegionBase.cs
uploadId: 653377
uploadId: 710156

View File

@ -13,6 +13,6 @@ AssetOrigin:
serializedVersion: 1
productId: 254677
packageName: Text Animator for Unity
packageVersion: 2.1.1
packageVersion: 2.2.1
assetPath: Assets/Plugins/Febucci/Text Animator/Scripts/Runtime/Parsing/Regions/_Core/TagRange.cs
uploadId: 653377
uploadId: 710156

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