├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── QualitySettings.asset └── ProjectSettings.asset ├── Doc └── emoji.gif ├── Assets ├── EmojiText │ ├── Emojis │ │ ├── Emoji.png │ │ ├── _TempTextures │ │ │ ├── cry.png │ │ │ ├── sad.png │ │ │ ├── angry_1.png │ │ │ ├── angry_2.png │ │ │ ├── angry_3.png │ │ │ ├── angry_4.png │ │ │ ├── angry_5.png │ │ │ ├── angry_6.png │ │ │ ├── cool_1.png │ │ │ ├── cool_2.png │ │ │ ├── cool_3.png │ │ │ ├── cool_4.png │ │ │ ├── cool_5.png │ │ │ ├── cool_6.png │ │ │ ├── kiss_1.png │ │ │ ├── kiss_2.png │ │ │ ├── kiss_3.png │ │ │ ├── kiss_4.png │ │ │ ├── kiss_5.png │ │ │ ├── kiss_6.png │ │ │ ├── smile_1.png │ │ │ ├── smile_2.png │ │ │ ├── smile_3.png │ │ │ ├── smile_4.png │ │ │ ├── smile_5.png │ │ │ ├── smile_6.png │ │ │ ├── cry.png.meta │ │ │ ├── sad.png.meta │ │ │ ├── angry_1.png.meta │ │ │ ├── angry_2.png.meta │ │ │ ├── angry_3.png.meta │ │ │ ├── angry_4.png.meta │ │ │ ├── angry_5.png.meta │ │ │ ├── angry_6.png.meta │ │ │ ├── cool_1.png.meta │ │ │ ├── cool_2.png.meta │ │ │ ├── cool_3.png.meta │ │ │ ├── cool_4.png.meta │ │ │ ├── cool_5.png.meta │ │ │ ├── cool_6.png.meta │ │ │ ├── kiss_1.png.meta │ │ │ ├── kiss_2.png.meta │ │ │ ├── kiss_3.png.meta │ │ │ ├── kiss_4.png.meta │ │ │ ├── kiss_5.png.meta │ │ │ ├── kiss_6.png.meta │ │ │ ├── smile_1.png.meta │ │ │ ├── smile_2.png.meta │ │ │ ├── smile_3.png.meta │ │ │ ├── smile_4.png.meta │ │ │ ├── smile_5.png.meta │ │ │ └── smile_6.png.meta │ │ ├── _TempTextures.meta │ │ ├── Emoji.asset.meta │ │ ├── Emoji.png.meta │ │ └── Emoji.asset │ ├── Example.unity.meta │ ├── Editor.meta │ ├── Emojis.meta │ ├── Scripts.meta │ ├── Shader.meta │ ├── Resources.meta │ ├── Shader │ │ ├── UI-EmojiFont.shader.meta │ │ └── UI-EmojiFont.shader │ ├── Example.cs.meta │ ├── Editor │ │ ├── EmojiBuilder.cs.meta │ │ ├── EmojiAssetEditor.cs.meta │ │ ├── EmojiTextEditor.cs.meta │ │ ├── EmojiTextEditor.cs │ │ ├── EmojiAssetEditor.cs │ │ └── EmojiBuilder.cs │ ├── Scripts │ │ ├── EmojiAsset.cs.meta │ │ ├── EmojiText.cs.meta │ │ ├── EmojiAsset.cs │ │ └── EmojiText.cs │ ├── Example.cs │ └── Example.unity └── EmojiText.meta ├── README.md ├── .gitignore └── Packages └── manifest.json /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.4.23f1 2 | -------------------------------------------------------------------------------- /Doc/emoji.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/DavidSheh/EmojiText/HEAD/Doc/emoji.gif -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/EmojiText/Example.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Example : MonoBehaviour 6 | { 7 | public EmojiText emojiText; 8 | 9 | // Start is called before the first frame update 10 | void Start() 11 | { 12 | emojiText.OnHrefClick.AddListener(OnHrefClick); 13 | } 14 | 15 | void OnHrefClick(string msg) 16 | { 17 | Debug.Log(msg); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 0 20 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # EmojiText 2 | 3 | ## 表情效果 4 | 5 | ![emoji.gif](./Doc/emoji.gif) 6 | 7 | ## 组件功能 8 | 1. 支持动态表情,表情大小可以自定义,而且表情支持点击 9 | 2. 支持超链接,而且超链接颜色可以自定义 10 | 3. 表情的帧数无限制,只有一帧时,渲染成静态表情 11 | 4. 支持将零散的单个表情合并成一张图集,并生成配置文件 12 | 5. 最优的 DrawCall 13 | 6. 支持表情速度调整 14 | 15 | ## 使用说明 16 | 1. 将单个表情按规则 `name_xx` (其中 `name` 表示表情名字,`xx` 表示表情帧数,如果只有一帧,则直接命名即可) 命名。 17 | 2. 选中所有的表情图片,然后选择菜单栏 Tools -> Emoji Build 可以生成表情图集和配置。 18 | 3. 新建 Canvas,然后选中 Canvas 右键选择 UI -> EmojiText 创建动态表情组件 19 | 4. 选中 EmojiText,将创建的 Emoji.asset 赋值到 Emoji Asset 属性。 20 | 5. 具体使用见 Example -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/EmojiText/Scripts/EmojiAsset.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class EmojiAsset : ScriptableObject 5 | { 6 | public Texture spriteSheet; 7 | public Material material; 8 | public float emojiSize; 9 | public int column; 10 | public List spriteInfoList; 11 | } 12 | 13 | [System.Serializable] 14 | public class SpriteInfo 15 | { 16 | public string name; 17 | public int index; 18 | public int frameCount; 19 | 20 | public SpriteInfo(string name, int index, int frameCount) 21 | { 22 | this.name = name; 23 | this.index = index; 24 | this.frameCount = frameCount; 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/EmojiText/Editor/EmojiTextEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | 3 | [CustomEditor(typeof(EmojiText), true)] 4 | [CanEditMultipleObjects] 5 | public class EmojiTextEditor : UnityEditor.UI.TextEditor 6 | { 7 | #region 属性 8 | SerializedProperty _emojiAsset; 9 | #endregion 10 | 11 | protected override void OnEnable() 12 | { 13 | base.OnEnable(); 14 | _emojiAsset = serializedObject.FindProperty("emojiAsset"); 15 | } 16 | 17 | public override void OnInspectorGUI() 18 | { 19 | base.OnInspectorGUI(); 20 | EditorGUILayout.Space(); 21 | EditorGUILayout.PropertyField(_emojiAsset); 22 | serializedObject.ApplyModifiedProperties(); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Hidden Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_PrefabRegularEnvironment: {fileID: 0} 12 | m_PrefabUIEnvironment: {fileID: 0} 13 | m_SpritePackerMode: 0 14 | m_SpritePackerPaddingPower: 1 15 | m_EtcTextureCompressorBehavior: 1 16 | m_EtcTextureFastCompressor: 1 17 | m_EtcTextureNormalCompressor: 2 18 | m_EtcTextureBestCompressor: 4 19 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;rsp 20 | m_ProjectGenerationRootNamespace: 21 | m_CollabEditorSettings: 22 | 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"com.unity.modules.director": "1.0.0", 15 | "com.unity.modules.imageconversion": "1.0.0", 16 | "com.unity.modules.imgui": "1.0.0", 17 | "com.unity.modules.jsonserialize": "1.0.0", 18 | "com.unity.modules.particlesystem": "1.0.0", 19 | "com.unity.modules.physics": "1.0.0", 20 | "com.unity.modules.physics2d": "1.0.0", 21 | "com.unity.modules.screencapture": "1.0.0", 22 | "com.unity.modules.terrain": "1.0.0", 23 | "com.unity.modules.terrainphysics": "1.0.0", 24 | "com.unity.modules.tilemap": "1.0.0", 25 | "com.unity.modules.ui": "1.0.0", 26 | "com.unity.modules.uielements": "1.0.0", 27 | "com.unity.modules.umbra": "1.0.0", 28 | "com.unity.modules.unityanalytics": "1.0.0", 29 | "com.unity.modules.unitywebrequest": "1.0.0", 30 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 31 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 32 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 33 | "com.unity.modules.unitywebrequestwww": "1.0.0", 34 | "com.unity.modules.vehicles": "1.0.0", 35 | "com.unity.modules.video": "1.0.0", 36 | "com.unity.modules.vr": "1.0.0", 37 | "com.unity.modules.wind": "1.0.0", 38 | "com.unity.modules.xr": "1.0.0" 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_JobOptions: 23 | serializedVersion: 2 24 | useMultithreading: 0 25 | useConsistencySorting: 0 26 | m_InterpolationPosesPerJob: 100 27 | m_NewContactsPerJob: 30 28 | m_CollideContactsPerJob: 100 29 | m_ClearFlagsPerJob: 200 30 | m_ClearBodyForcesPerJob: 200 31 | m_SyncDiscreteFixturesPerJob: 50 32 | m_SyncContinuousFixturesPerJob: 50 33 | m_FindNearestContactsPerJob: 100 34 | m_UpdateTriggerContactsPerJob: 100 35 | m_IslandSolverCostThreshold: 100 36 | m_IslandSolverBodyCostScale: 1 37 | m_IslandSolverContactCostScale: 10 38 | m_IslandSolverJointCostScale: 10 39 | m_IslandSolverBodiesPerJob: 50 40 | m_IslandSolverContactsPerJob: 50 41 | m_AutoSimulation: 1 42 | m_QueriesHitTriggers: 1 43 | m_QueriesStartInColliders: 1 44 | m_CallbacksOnDisable: 1 45 | m_ReuseCollisionCallbacks: 0 46 | m_AutoSyncTransforms: 0 47 | m_AlwaysShowColliders: 0 48 | m_ShowColliderSleep: 1 49 | m_ShowColliderContacts: 0 50 | m_ShowColliderAABB: 0 51 | m_ContactArrowScale: 0.2 52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} 34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0} 35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} 36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} 38 | - {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0} 39 | m_PreloadedShaders: [] 40 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 41 | type: 0} 42 | m_CustomRenderPipeline: {fileID: 0} 43 | m_TransparencySortMode: 0 44 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 45 | m_DefaultRenderingPath: 1 46 | m_DefaultMobileRenderingPath: 1 47 | m_TierSettings: [] 48 | m_LightmapStripping: 0 49 | m_FogStripping: 0 50 | m_InstancingStripping: 0 51 | m_LightmapKeepPlain: 1 52 | m_LightmapKeepDirCombined: 1 53 | m_LightmapKeepDynamicPlain: 1 54 | m_LightmapKeepDynamicDirCombined: 1 55 | m_LightmapKeepShadowMask: 1 56 | m_LightmapKeepSubtractive: 1 57 | m_FogKeepLinear: 1 58 | m_FogKeepExp: 1 59 | m_FogKeepExp2: 1 60 | m_AlbedoSwatchInfos: [] 61 | m_LightsUseLinearIntensity: 0 62 | m_LightsUseColorTemperature: 0 63 | m_LogWhenShaderIsCompiled: 0 64 | -------------------------------------------------------------------------------- /Assets/EmojiText/Editor/EmojiAssetEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | [CustomEditor(typeof(EmojiAsset))] 5 | public class EmojiAssetEditor : Editor 6 | { 7 | SerializedProperty m_spriteAtlas_prop; 8 | SerializedProperty m_material_prop; 9 | SerializedProperty m_spriteInfoList_prop; 10 | 11 | readonly float minSpeed = 0; 12 | readonly float maxSpeed = 10; 13 | static float speed = 3; 14 | 15 | public static bool spriteListPanel; 16 | int m_page; 17 | GUIStyle boldFoldout = null; 18 | 19 | private void OnEnable() 20 | { 21 | m_spriteAtlas_prop = serializedObject.FindProperty("spriteSheet"); 22 | m_material_prop = serializedObject.FindProperty("material"); 23 | m_spriteInfoList_prop = serializedObject.FindProperty("spriteInfoList"); 24 | 25 | Material mat = m_material_prop.objectReferenceValue as Material; 26 | if (mat != null) 27 | { 28 | mat.SetFloat("_EmojiSpeed", speed); 29 | } 30 | 31 | boldFoldout = new GUIStyle(EditorStyles.foldout) { fontStyle = FontStyle.Bold }; 32 | } 33 | 34 | public override void OnInspectorGUI() 35 | { 36 | Event currentEvent = Event.current; 37 | string evt_cmd = currentEvent.commandName; // Get Current Event CommandName to check for Undo Events 38 | 39 | serializedObject.Update(); 40 | 41 | // Sprite Info 42 | GUILayout.Label("Sprite Info", EditorStyles.boldLabel); 43 | EditorGUI.indentLevel = 1; 44 | 45 | GUI.enabled = false; 46 | EditorGUI.BeginChangeCheck(); 47 | EditorGUILayout.PropertyField(m_spriteAtlas_prop, new GUIContent("Sprite Atlas")); 48 | if (EditorGUI.EndChangeCheck()) 49 | { 50 | // Assign the new sprite atlas texture to the current material 51 | 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pSDRemoveMatte: 0 118 | pSDShowRemoveMatteOption: 0 119 | userData: 120 | assetBundleName: 121 | assetBundleVariant: 122 | -------------------------------------------------------------------------------- /Assets/EmojiText/Shader/UI-EmojiFont.shader: -------------------------------------------------------------------------------- 1 | Shader "UI/EmojiFont" { 2 | Properties { 3 | [PerRendererData] _MainTex ("Font Texture", 2D) = "white" {} 4 | _Color ("Tint", Color) = (1,1,1,1) 5 | 6 | _StencilComp ("Stencil Comparison", Float) = 8 7 | _Stencil ("Stencil ID", Float) = 0 8 | _StencilOp ("Stencil Operation", Float) = 0 9 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 10 | _StencilReadMask ("Stencil Read Mask", Float) = 255 11 | 12 | _ColorMask ("Color Mask", Float) = 15 13 | 14 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 15 | 16 | [Space(15)] 17 | _EmojiTex ("Emoji Texture", 2D) = "white" {} 18 | _EmojiSize ("Emoji Size", float) = 0.125 19 | _Column ("Column",float) = 8 20 | _EmojiSpeed("Emoji Speed",Range(0,10)) = 3 21 | } 22 | 23 | SubShader 24 | { 25 | Tags 26 | { 27 | "Queue"="Transparent" 28 | "IgnoreProjector"="True" 29 | "RenderType"="Transparent" 30 | "PreviewType"="Plane" 31 | "CanUseSpriteAtlas"="True" 32 | } 33 | 34 | Stencil 35 | { 36 | Ref [_Stencil] 37 | Comp [_StencilComp] 38 | Pass [_StencilOp] 39 | ReadMask [_StencilReadMask] 40 | WriteMask [_StencilWriteMask] 41 | } 42 | 43 | Cull Off 44 | Lighting Off 45 | ZWrite Off 46 | ZTest [unity_GUIZTestMode] 47 | Blend SrcAlpha OneMinusSrcAlpha 48 | ColorMask [_ColorMask] 49 | 50 | Pass 51 | { 52 | Name "Default" 53 | CGPROGRAM 54 | #pragma vertex vert 55 | #pragma fragment frag 56 | #pragma target 2.0 57 | 58 | #include "UnityCG.cginc" 59 | #include "UnityUI.cginc" 60 | 61 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 62 | 63 | struct appdata_t 64 | { 65 | float4 vertex : POSITION; 66 | float4 color : COLOR; 67 | float2 texcoord : TEXCOORD0; 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | half2 texcoord : TEXCOORD0; 75 | half2 texcoord1 : TEXCOORD1; 76 | }; 77 | 78 | fixed4 _Color; 79 | fixed4 _TextureSampleAdd; 80 | float4 _ClipRect; 81 | 82 | v2f vert(appdata_t IN) 83 | { 84 | v2f OUT; 85 | OUT.vertex = UnityObjectToClipPos(float4(IN.vertex.x, IN.vertex.y, IN.vertex.z, 1.0)); 86 | 87 | OUT.texcoord1 = half2(floor(IN.texcoord.x*0.1), floor(IN.texcoord.y*0.1)); 88 | OUT.texcoord = IN.texcoord - OUT.texcoord1*10; 89 | 90 | #ifdef UNITY_HALF_TEXEL_OFFSET 91 | OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1) * OUT.vertex.w; 92 | #endif 93 | 94 | OUT.color = IN.color * _Color; 95 | return OUT; 96 | } 97 | 98 | sampler2D _MainTex; 99 | sampler2D _EmojiTex; 100 | float _EmojiSize; 101 | float _Column; 102 | float _EmojiSpeed; 103 | 104 | fixed4 frag(v2f i) : SV_Target 105 | { 106 | fixed4 color; 107 | if (i.texcoord1.y > 0) 108 | { 109 | // it's an emoji 110 | // compute current frame index of emoji 111 | float index = floor((_Time.x * _EmojiSpeed * 50) % i.texcoord1.y); 112 | // compute real uv xy 113 | float offsetU = fmod((i.texcoord1.x+index) , _Column); 114 | float offsetV = floor((i.texcoord1.x+index) / _Column); 115 | float2 originUV = float2(offsetU, offsetV) * _EmojiSize; 116 | float2 uv = originUV + i.texcoord * _EmojiSize; 117 | uv = uv - float2(0.001, 0.001);// 0.001 用来矫正误差的,防止表情周边有表情图集中其他表情的黑边 118 | 119 | color = tex2D(_EmojiTex, uv); 120 | } else { 121 | // it's a text, and render it as normal ugui text 122 | color = (tex2D(_MainTex, i.texcoord) + _TextureSampleAdd) * i.color; 123 | } 124 | 125 | #ifdef UNITY_UI_ALPHACLIP 126 | clip (color.a - 0.001); 127 | #endif 128 | 129 | return color; 130 | } 131 | ENDCG 132 | } 133 | } 134 | } -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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excludedTargetPlatforms: [] 219 | m_PerPlatformDefaultQuality: 220 | Android: 2 221 | Lumin: 5 222 | Nintendo Switch: 5 223 | PS4: 5 224 | Standalone: 5 225 | WebGL: 3 226 | Windows Store Apps: 5 227 | XboxOne: 5 228 | iPhone: 2 229 | tvOS: 2 230 | -------------------------------------------------------------------------------- /Assets/EmojiText/Editor/EmojiBuilder.cs: -------------------------------------------------------------------------------- 1 | #if UNITY_EDITOR 2 | using System.Collections.Generic; 3 | using System.IO; 4 | using System.Text.RegularExpressions; 5 | using UnityEditor; 6 | using UnityEngine; 7 | 8 | public class EmojiBuilder 9 | { 10 | [MenuItem("Tools/Emoji Build")] 11 | static void Build() 12 | { 13 | var textures = Selection.GetFiltered(SelectionMode.DeepAssets); 14 | if(textures == null || textures.Length < 1) 15 | { 16 | EditorUtility.DisplayDialog("警告", "未选择目录或者所选目录中没有表情图片!", "确定"); 17 | return; 18 | } 19 | 20 | string cachePath = EditorPrefs.GetString("EmojiPath"); 21 | string path = EditorUtility.SaveFilePanelInProject("Select Save Path", "Emoji", "asset", "aaaaaaa", cachePath); 22 | if (string.IsNullOrEmpty(path)) 23 | { 24 | return; 25 | } 26 | EditorPrefs.SetString("EmojiPath", path); 27 | CreateEmojiAsset(path, textures); 28 | } 29 | 30 | static void CreateEmojiAsset(string path, Texture2D[] textures) 31 | { 32 | EmojiAsset emojiAsset = AssetDatabase.LoadAssetAtPath(path, typeof(EmojiAsset)) as EmojiAsset; 33 | if (null == emojiAsset) 34 | { 35 | emojiAsset = ScriptableObject.CreateInstance(); 36 | AssetDatabase.CreateAsset(emojiAsset, path); 37 | } 38 | 39 | string ext = Path.GetExtension(path); 40 | string atlasPath = path.Replace(ext, ".png"); 41 | var atlas = CreateAtlas(textures, atlasPath); 42 | List spriteInfoList = new List(); 43 | var totalFrame = 0; 44 | for (int i = 0; i < atlas.frames.Count; i++) 45 | { 46 | var frames = atlas.frames[i]; 47 | var name = frames[0].name; 48 | var index = totalFrame; 49 | var frameCount = frames.Count; 50 | spriteInfoList.Add(new SpriteInfo(name, index, frameCount)); 51 | totalFrame += frameCount; 52 | } 53 | emojiAsset.spriteInfoList = spriteInfoList; 54 | emojiAsset.spriteSheet = atlas.atlas; 55 | emojiAsset.emojiSize = atlas.emojiSize; 56 | emojiAsset.column = atlas.column; 57 | AddDefaultMaterial(emojiAsset); 58 | AssetDatabase.SaveAssets(); 59 | AssetDatabase.Refresh(); 60 | } 61 | 62 | static EmojiAtlas CreateAtlas(Texture2D[] textures, string path) 63 | { 64 | var emojiAtlas = GenEmojiAtlas(textures); 65 | int w = emojiAtlas.atlasWidth; 66 | // make your new texture 67 | var atlas = new Texture2D(w, w, TextureFormat.RGBA32, false); 68 | // clear pixel 69 | Color32[] fillColor = atlas.GetPixels32(); 70 | for (int i = 0; i < fillColor.Length; ++i) 71 | { 72 | fillColor[i] = Color.clear; 73 | } 74 | atlas.SetPixels32(fillColor); 75 | 76 | int textureWidthCounter = 0; 77 | int textureHeightCounter = 0; 78 | for (int i = 0; i < emojiAtlas.frames.Count; i++) 79 | { 80 | var frameInfos = emojiAtlas.frames[i]; 81 | for (int j = 0; j < frameInfos.Count; j++) 82 | { 83 | var frame = frameInfos[j].texture; 84 | // 填充单个图片的像素到 Atlas 中 85 | for (int k = 0; k < frame.width; k++) 86 | { 87 | for (int l = 0; l < frame.height; l++) 88 | { 89 | atlas.SetPixel(k + textureWidthCounter, l + textureHeightCounter, frame.GetPixel(k, l)); 90 | } 91 | } 92 | 93 | textureWidthCounter += frame.width; 94 | if (textureWidthCounter > atlas.width - frame.width) 95 | { 96 | textureWidthCounter = 0; 97 | textureHeightCounter += frame.height; 98 | } 99 | } 100 | } 101 | atlas.Apply(); 102 | var tex = SaveSpriteToEditorPath(atlas, path); 103 | emojiAtlas.atlas = tex; 104 | return emojiAtlas; 105 | } 106 | 107 | static EmojiAtlas GenEmojiAtlas(Texture2D[] textures) 108 | { 109 | Dictionary> dic = new Dictionary>(); 110 | // get all select textures 111 | int width = 0; 112 | int count = textures.Length; 113 | foreach (var texture in textures) 114 | { 115 | Match match = Regex.Match(texture.name, "^([a-zA-Z0-9]+)(_([0-9]+))?$");//name_idx; name 116 | if (!match.Success) 117 | { 118 | Debug.LogWarning(texture.name + " 不匹配命名规则,跳过."); 119 | continue; 120 | } 121 | string name = match.Groups[1].Value; 122 | if (!dic.TryGetValue(name, out List frames)) 123 | { 124 | frames = frames = new List(); 125 | dic.Add(name, frames); 126 | } 127 | 128 | if (!int.TryParse(match.Groups[3].Value, out int index)) 129 | { 130 | index = 1; 131 | } 132 | frames.Add(new FrameInfo() { name = name, index = index, texture = texture }); 133 | if(0 == width) 134 | { 135 | width = texture.width; 136 | } 137 | else if (texture.width != width) 138 | { 139 | Debug.LogError($"单个表情的大小不一致!第一个表情的大小为: {width}, 当前表情 {texture.name} 的大小为:{texture.width}"); 140 | } 141 | } 142 | 143 | // sort frames 144 | List> frameInfos = new List>(); 145 | foreach (var f in dic.Values) 146 | { 147 | f.Sort((l, r) => l.index.CompareTo(r.index)); 148 | frameInfos.Add(f); 149 | } 150 | 151 | frameInfos.Sort((a, b) => a[0].name.CompareTo(b[0].name)); 152 | int column = Mathf.CeilToInt(Mathf.Sqrt(count)); 153 | int atlasWidth = column * width; 154 | float emojiSize = ((float)width) / atlasWidth; 155 | var atlas = new EmojiAtlas() 156 | { 157 | atlasWidth = atlasWidth, 158 | emojiSize = emojiSize, 159 | column = column, 160 | frames = frameInfos, 161 | }; 162 | 163 | return atlas; 164 | } 165 | 166 | static Texture2D SaveSpriteToEditorPath(Texture2D sp, string path) 167 | { 168 | string dir = Path.GetDirectoryName(path); 169 | 170 | Directory.CreateDirectory(dir); 171 | 172 | File.WriteAllBytes(path, sp.EncodeToPNG()); 173 | AssetDatabase.Refresh(); 174 | AssetDatabase.SaveAssets(); 175 | 176 | TextureImporter importer = AssetImporter.GetAtPath(path) as TextureImporter; 177 | importer.textureType = TextureImporterType.Default; 178 | importer.textureShape = TextureImporterShape.Texture2D; 179 | importer.alphaIsTransparency = true; 180 | importer.npotScale = TextureImporterNPOTScale.None; 181 | importer.isReadable = false; 182 | importer.mipmapEnabled = false; 183 | 184 | var settingsDefault = importer.GetDefaultPlatformTextureSettings(); 185 | settingsDefault.textureCompression = TextureImporterCompression.Uncompressed; 186 | settingsDefault.maxTextureSize = 2048; 187 | settingsDefault.format = TextureImporterFormat.RGBA32; 188 | 189 | var settingsAndroid = importer.GetPlatformTextureSettings("Android"); 190 | settingsAndroid.overridden = true; 191 | settingsAndroid.maxTextureSize = settingsDefault.maxTextureSize; 192 | settingsAndroid.format = TextureImporterFormat.ASTC_RGBA_8x8; 193 | importer.SetPlatformTextureSettings(settingsAndroid); 194 | 195 | var settingsiOS = importer.GetPlatformTextureSettings("iPhone"); 196 | settingsiOS.overridden = true; 197 | settingsiOS.maxTextureSize = settingsDefault.maxTextureSize; 198 | settingsiOS.format = TextureImporterFormat.ASTC_RGBA_8x8; 199 | importer.SetPlatformTextureSettings(settingsiOS); 200 | 201 | EditorUtility.SetDirty(importer); 202 | importer.SaveAndReimport(); 203 | return AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D; 204 | } 205 | 206 | /// 207 | /// Create and add new default material to emoji asset. 208 | /// 209 | /// 210 | static void AddDefaultMaterial(EmojiAsset asset) 211 | { 212 | if(null == asset) 213 | { 214 | return; 215 | } 216 | 217 | var material = asset.material; 218 | if (null == material) 219 | { 220 | material = new Material(Shader.Find("UI/EmojiFont")); 221 | asset.material = material; 222 | AssetDatabase.AddObjectToAsset(material, asset); 223 | } 224 | 225 | material.SetTexture("_EmojiTex", asset.spriteSheet); 226 | material.SetFloat("_EmojiSize", asset.emojiSize); 227 | material.SetFloat("_Column", asset.column); 228 | material.hideFlags = HideFlags.HideInHierarchy; 229 | } 230 | 231 | [MenuItem("GameObject/UI/EmojiText")] 232 | static void Create() 233 | { 234 | GameObject select = Selection.activeGameObject; 235 | if (select == null) 236 | { 237 | return; 238 | } 239 | RectTransform transform = select.GetComponent(); 240 | if (transform == null) 241 | { 242 | return; 243 | } 244 | 245 | GameObject obj = new GameObject("EmojiText"); 246 | obj.transform.SetParent(transform); 247 | RectTransform rect = obj.AddComponent(); 248 | rect.anchoredPosition = Vector2.zero; 249 | rect.sizeDelta = new Vector2(160, 30); 250 | 251 | obj.AddComponent(); 252 | EmojiText text = obj.AddComponent(); 253 | text.text = "New EmojiText"; 254 | 255 | Selection.activeGameObject = obj; 256 | } 257 | 258 | class EmojiAtlas 259 | { 260 | public int atlasWidth; 261 | public float emojiSize; 262 | public int column; 263 | public Texture2D atlas; 264 | public List> frames; 265 | } 266 | 267 | class FrameInfo 268 | { 269 | public string name; 270 | public int index; 271 | public Texture2D texture; 272 | } 273 | } 274 | #endif 275 | -------------------------------------------------------------------------------- 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f70555f144d8491a825f0804e09c671c, type: 3} 524 | m_Name: 525 | m_EditorClassIdentifier: 526 | m_FirstSelected: {fileID: 0} 527 | m_sendNavigationEvents: 1 528 | m_DragThreshold: 5 529 | --- !u!4 &1618740163 530 | Transform: 531 | m_ObjectHideFlags: 0 532 | m_CorrespondingSourceObject: {fileID: 0} 533 | m_PrefabInstance: {fileID: 0} 534 | m_PrefabAsset: {fileID: 0} 535 | m_GameObject: {fileID: 1618740160} 536 | m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} 537 | m_LocalPosition: {x: 0, y: 0, z: 0} 538 | m_LocalScale: {x: 1, y: 1, z: 1} 539 | m_Children: [] 540 | m_Father: {fileID: 0} 541 | m_RootOrder: 3 542 | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} 543 | -------------------------------------------------------------------------------- /Assets/EmojiText/Scripts/EmojiText.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Text; 4 | using System.Text.RegularExpressions; 5 | using UnityEngine; 6 | using UnityEngine.Events; 7 | using UnityEngine.EventSystems; 8 | using UnityEngine.UI; 9 | 10 | [RequireComponent(typeof(CanvasRenderer))] 11 | public class EmojiText : Text, IPointerClickHandler 12 | { 13 | [Header("Emoji")] 14 | [SerializeField] 15 | private EmojiAsset emojiAsset; 16 | 17 | static Dictionary emojiData; 18 | readonly StringBuilder builder = new StringBuilder(); 19 | readonly Dictionary emojis = new Dictionary(); 20 | readonly UIVertex[] tempVerts = new UIVertex[4]; 21 | readonly MatchResult matchResult = new MatchResult(); 22 | static readonly string regexTag = "\\[([0-9A-Za-z]+)((\\|[0-9]+){0,2})(#[0-9a-f]{6})?(#[^=\\]]+)?(=[^\\]]+)?\\]"; 23 | string outputText = ""; 24 | 25 | #region 超链接 26 | readonly List hrefs = new List(); 27 | [Serializable] 28 | public class HrefClickEvent : UnityEvent { } 29 | public HrefClickEvent OnHrefClick { get; } = new HrefClickEvent(); 30 | #endregion 31 | 32 | public override float preferredWidth 33 | { 34 | get 35 | { 36 | var settings = GetGenerationSettings(Vector2.zero); 37 | return cachedTextGeneratorForLayout.GetPreferredWidth(outputText, settings) / pixelsPerUnit; 38 | } 39 | } 40 | public override float preferredHeight 41 | { 42 | get 43 | { 44 | var settings = GetGenerationSettings(new Vector2(rectTransform.rect.size.x, 0.0f)); 45 | return cachedTextGeneratorForLayout.GetPreferredHeight(outputText, settings) / pixelsPerUnit; 46 | } 47 | } 48 | public override string text 49 | { 50 | get { return m_Text; } 51 | 52 | set 53 | { 54 | ParseText(value); 55 | base.text = value; 56 | } 57 | } 58 | 59 | protected override void Awake() 60 | { 61 | base.Awake(); 62 | 63 | // only run in playing mode 64 | if (!Application.isPlaying) 65 | return; 66 | 67 | if (null == emojiData && null != emojiAsset) 68 | { 69 | emojiData = new Dictionary(); 70 | foreach (var data in emojiAsset.spriteInfoList) 71 | { 72 | if (emojiData.TryGetValue(data.name, out SpriteInfo info)) 73 | { 74 | Debug.LogWarning($"key {data.name} has exist!"); 75 | continue; 76 | } 77 | emojiData.Add(data.name, data); 78 | } 79 | } 80 | } 81 | 82 | #if UNITY_EDITOR 83 | protected override void OnValidate() 84 | { 85 | base.OnValidate(); 86 | if (null != emojiAsset) 87 | { 88 | material = emojiAsset.material; 89 | } 90 | else 91 | { 92 | material = null; 93 | } 94 | } 95 | #endif 96 | 97 | protected override void OnPopulateMesh(VertexHelper toFill) 98 | { 99 | if (font == null) 100 | return; 101 | 102 | if (string.IsNullOrEmpty(m_Text)) 103 | { 104 | base.OnPopulateMesh(toFill); 105 | return; 106 | } 107 | ParseText(m_Text); 108 | 109 | // We don't care if we the font Texture changes while we are doing our Update. 110 | // The end result of cachedTextGenerator will be valid for this instance. 111 | // Otherwise we can get issues like Case 619238. 112 | m_DisableFontTextureRebuiltCallback = true; 113 | 114 | Vector2 extents = rectTransform.rect.size; 115 | 116 | var settings = GetGenerationSettings(extents); 117 | cachedTextGenerator.Populate(outputText, settings); 118 | 119 | // Apply the offset to the vertices 120 | IList verts = cachedTextGenerator.verts; 121 | float unitsPerPixel = 1 / pixelsPerUnit; 122 | //Last 4 verts are always a new line... (\n) 123 | int vertCount = verts.Count - 4; 124 | 125 | // We have no verts to process just return (case 1037923) 126 | if (vertCount <= 0) 127 | { 128 | toFill.Clear(); 129 | return; 130 | } 131 | 132 | Vector3 repairVec = new Vector3(0, fontSize * 0.1f); 133 | Vector2 roundingOffset = new Vector2(verts[0].position.x, verts[0].position.y) * unitsPerPixel; 134 | roundingOffset = PixelAdjustPoint(roundingOffset) - roundingOffset; 135 | toFill.Clear(); 136 | if (roundingOffset != Vector2.zero) 137 | { 138 | for (int i = 0; i < vertCount; ++i) 139 | { 140 | int tempVertsIndex = i & 3; 141 | tempVerts[tempVertsIndex] = verts[i]; 142 | tempVerts[tempVertsIndex].position *= unitsPerPixel; 143 | tempVerts[tempVertsIndex].position.x += roundingOffset.x; 144 | tempVerts[tempVertsIndex].position.y += roundingOffset.y; 145 | if (tempVertsIndex == 3) 146 | { 147 | toFill.AddUIVertexQuad(tempVerts); 148 | } 149 | } 150 | } 151 | else 152 | { 153 | Vector2 uv = Vector2.zero; 154 | for (int i = 0; i < vertCount; ++i) 155 | { 156 | int index = i / 4; 157 | int tempVertIndex = i & 3; 158 | 159 | if (emojis.TryGetValue(index, out EmojiInfo info)) 160 | { 161 | tempVerts[tempVertIndex] = verts[i]; 162 | tempVerts[tempVertIndex].position -= repairVec; 163 | if (info.type == MatchType.Emoji) 164 | { 165 | uv.x = info.sprite.index; 166 | uv.y = info.sprite.frameCount; 167 | tempVerts[tempVertIndex].uv0 += uv * 10; 168 | } 169 | else 170 | { 171 | tempVerts[tempVertIndex].position = tempVerts[0].position; 172 | } 173 | 174 | tempVerts[tempVertIndex].position *= unitsPerPixel; 175 | if (tempVertIndex == 3) 176 | { 177 | toFill.AddUIVertexQuad(tempVerts); 178 | } 179 | } 180 | else 181 | { 182 | tempVerts[tempVertIndex] = verts[i]; 183 | tempVerts[tempVertIndex].position *= unitsPerPixel; 184 | if (tempVertIndex == 3) 185 | { 186 | toFill.AddUIVertexQuad(tempVerts); 187 | } 188 | } 189 | } 190 | CalcBoundsInfo(toFill); 191 | DrawUnderline(toFill); 192 | } 193 | 194 | m_DisableFontTextureRebuiltCallback = false; 195 | } 196 | 197 | void ParseText(string mText) 198 | { 199 | if (emojiData == null || !Application.isPlaying) 200 | { 201 | outputText = mText; 202 | return; 203 | } 204 | 205 | builder.Length = 0; 206 | emojis.Clear(); 207 | hrefs.Clear(); 208 | 209 | MatchCollection matches = Regex.Matches(mText, regexTag); 210 | if (matches.Count > 0) 211 | { 212 | int textIndex = 0; 213 | for (int i = 0; i < matches.Count; i++) 214 | { 215 | var match = matches[i]; 216 | matchResult.Parse(match, fontSize); 217 | 218 | switch (matchResult.type) 219 | { 220 | case MatchType.Emoji: 221 | { 222 | if (emojiData.TryGetValue(matchResult.title, out SpriteInfo info)) 223 | { 224 | builder.Append(mText.Substring(textIndex, match.Index - textIndex)); 225 | int temIndex = builder.Length; 226 | 227 | builder.Append(""); 232 | 233 | emojis.Add(temIndex, new EmojiInfo() 234 | { 235 | type = MatchType.Emoji, 236 | sprite = info, 237 | width = matchResult.width, 238 | height = matchResult.height 239 | }); 240 | 241 | if (matchResult.HasUrl) 242 | { 243 | var hrefInfo = new HrefInfo() 244 | { 245 | show = false, 246 | startIndex = temIndex * 4, 247 | endIndex = temIndex * 4 + 3, 248 | url = matchResult.url, 249 | color = matchResult.GetColor(color) 250 | }; 251 | hrefs.Add(hrefInfo); 252 | } 253 | 254 | textIndex = match.Index + match.Length; 255 | } 256 | break; 257 | } 258 | case MatchType.HyperLink: 259 | { 260 | builder.Append(mText.Substring(textIndex, match.Index - textIndex)); 261 | builder.Append(""); 264 | 265 | var href = new HrefInfo 266 | { 267 | show = true, 268 | startIndex = builder.Length * 4 269 | }; 270 | builder.Append(matchResult.link); 271 | href.endIndex = builder.Length * 4 - 1; 272 | href.url = matchResult.url; 273 | href.color = matchResult.GetColor(color); 274 | 275 | hrefs.Add(href); 276 | builder.Append(""); 277 | 278 | textIndex = match.Index + match.Length; 279 | break; 280 | } 281 | } 282 | } 283 | builder.Append(mText.Substring(textIndex, mText.Length - textIndex)); 284 | outputText = builder.ToString(); 285 | } 286 | else 287 | { 288 | outputText = mText; 289 | } 290 | } 291 | 292 | /// 293 | /// 计算可点击的富文本部分的包围盒 294 | /// 295 | /// 296 | void CalcBoundsInfo(VertexHelper toFill) 297 | { 298 | UIVertex vert = new UIVertex(); 299 | for (int u = 0; u < hrefs.Count; u++) 300 | { 301 | var href = hrefs[u]; 302 | href.boxes.Clear(); 303 | if (href.startIndex >= toFill.currentVertCount) 304 | continue; 305 | 306 | // Add hyper text vector index to bounds 307 | toFill.PopulateUIVertex(ref vert, href.startIndex); 308 | var pos = vert.position; 309 | var bounds = new Bounds(pos, Vector3.zero); 310 | for (int i = href.startIndex, m = href.endIndex; i < m; i++) 311 | { 312 | if (i >= toFill.currentVertCount) break; 313 | 314 | toFill.PopulateUIVertex(ref vert, i); 315 | pos = vert.position; 316 | if (pos.x < bounds.min.x) 317 | { 318 | //if in different lines 319 | href.boxes.Add(new Rect(bounds.min, bounds.size)); 320 | bounds = new Bounds(pos, Vector3.zero); 321 | } 322 | else 323 | { 324 | bounds.Encapsulate(pos); //expand bounds 325 | } 326 | 327 | } 328 | //add bound 329 | href.boxes.Add(new Rect(bounds.min, bounds.size)); 330 | } 331 | } 332 | 333 | void DrawUnderline(VertexHelper toFill) 334 | { 335 | if (hrefs.Count <= 0) 336 | { 337 | return; 338 | } 339 | 340 | Vector2 extents = rectTransform.rect.size; 341 | var settings = GetGenerationSettings(extents); 342 | cachedTextGenerator.Populate("_", settings); 343 | IList uList = cachedTextGenerator.verts; 344 | float h = uList[2].position.y - uList[1].position.y; 345 | Vector3[] temVecs = new Vector3[4]; 346 | 347 | for (int i = 0; i < hrefs.Count; i++) 348 | { 349 | var info = hrefs[i]; 350 | if (!info.show) 351 | { 352 | continue; 353 | } 354 | 355 | for (int j = 0; j < info.boxes.Count; j++) 356 | { 357 | if (info.boxes[j].width <= 0 || info.boxes[j].height <= 0) 358 | { 359 | continue; 360 | } 361 | 362 | temVecs[0] = info.boxes[j].min; 363 | temVecs[1] = temVecs[0] + new Vector3(info.boxes[j].width, 0); 364 | temVecs[2] = temVecs[0] + new Vector3(info.boxes[j].width, -h); 365 | temVecs[3] = temVecs[0] + new Vector3(0, -h); 366 | 367 | for (int k = 0; k < 4; k++) 368 | { 369 | tempVerts[k] = uList[k]; 370 | tempVerts[k].color = info.color; 371 | tempVerts[k].position = temVecs[k]; 372 | tempVerts[k].uv0 = GetUnderlineCharUV(); 373 | } 374 | 375 | toFill.AddUIVertexQuad(tempVerts); 376 | } 377 | } 378 | } 379 | 380 | private Vector2 GetUnderlineCharUV() 381 | { 382 | if (font.GetCharacterInfo('_', out CharacterInfo info, fontSize, fontStyle)) 383 | { 384 | return (info.uvBottomLeft + info.uvBottomRight + info.uvTopLeft + info.uvTopRight) * 0.25f; 385 | } 386 | return Vector2.zero; 387 | } 388 | 389 | void IPointerClickHandler.OnPointerClick(PointerEventData eventData) 390 | { 391 | RectTransformUtility.ScreenPointToLocalPointInRectangle( 392 | rectTransform, eventData.position, eventData.pressEventCamera, out Vector2 lp); 393 | 394 | for (int h = 0; h < hrefs.Count; h++) 395 | { 396 | var hrefInfo = hrefs[h]; 397 | var boxes = hrefInfo.boxes; 398 | for (var i = 0; i < boxes.Count; ++i) 399 | { 400 | if (boxes[i].Contains(lp)) 401 | { 402 | OnHrefClick.Invoke(hrefInfo.url); 403 | return; 404 | } 405 | } 406 | } 407 | } 408 | 409 | class EmojiInfo 410 | { 411 | public MatchType type; 412 | public int width; 413 | public int height; 414 | public SpriteInfo sprite; 415 | } 416 | 417 | enum MatchType 418 | { 419 | None, 420 | Emoji, 421 | HyperLink, 422 | } 423 | 424 | class MatchResult 425 | { 426 | public MatchType type; 427 | public string title; 428 | public string url; 429 | public string link; 430 | public int height; 431 | public int width; 432 | private string strColor; 433 | private Color color; 434 | 435 | public bool HasUrl 436 | { 437 | get { return !string.IsNullOrEmpty(url); } 438 | } 439 | 440 | void Reset() 441 | { 442 | type = MatchType.None; 443 | title = String.Empty; 444 | width = 0; 445 | height = 0; 446 | strColor = string.Empty; 447 | url = string.Empty; 448 | link = string.Empty; 449 | } 450 | 451 | public void Parse(Match match, int fontSize) 452 | { 453 | Reset(); 454 | if (!match.Success || match.Groups.Count != 7) 455 | return; 456 | title = match.Groups[1].Value; 457 | if (match.Groups[2].Success) 458 | { 459 | string v = match.Groups[2].Value; 460 | string[] sp = v.Split('|'); 461 | height = sp.Length > 1 ? int.Parse(sp[1]) : fontSize; 462 | width = sp.Length == 3 ? int.Parse(sp[2]) : height; 463 | } 464 | else 465 | { 466 | height = fontSize; 467 | width = fontSize; 468 | } 469 | 470 | if (match.Groups[4].Success) 471 | { 472 | strColor = match.Groups[4].Value.Substring(1); 473 | strColor = "#" + strColor; 474 | } 475 | 476 | if (match.Groups[5].Success) 477 | { 478 | url = match.Groups[5].Value.Substring(1); 479 | } 480 | 481 | if (match.Groups[6].Success) 482 | { 483 | link = match.Groups[6].Value.Substring(1); 484 | } 485 | 486 | if (title.Equals("0x01")) //hyper link 487 | { 488 | if (!string.IsNullOrEmpty(url) && !string.IsNullOrEmpty(link)) 489 | { 490 | type = MatchType.HyperLink; 491 | } 492 | } 493 | 494 | if (type == MatchType.None) 495 | { 496 | type = MatchType.Emoji; 497 | } 498 | } 499 | 500 | public Color GetColor(Color fontColor) 501 | { 502 | if (string.IsNullOrEmpty(strColor)) 503 | return fontColor; 504 | ColorUtility.TryParseHtmlString(strColor, out color); 505 | return color; 506 | } 507 | 508 | public string GetHexColor(Color fontColor) 509 | { 510 | if (!string.IsNullOrEmpty(strColor)) 511 | return strColor; 512 | return ColorUtility.ToHtmlStringRGBA(fontColor); 513 | } 514 | } 515 | 516 | class HrefInfo 517 | { 518 | /// 519 | /// 是否绘制下划线 520 | /// 521 | public bool show; 522 | public int startIndex; 523 | public int endIndex; 524 | public Color color; 525 | public readonly List boxes = new List(); 526 | public string url; 527 | } 528 | } 529 | 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