Insanely huge initial commit

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2026-02-21 16:40:15 -08:00
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commit ee9aee0a1b
33825 changed files with 5213498 additions and 0 deletions

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Hmm, <?bg>now the background changed.
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It''s gonna be fun now: ready? Each 2.
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Example:
Waiting one second:<waitfor=1> done.
Waiting three seconds: <waitfor=3> done.
Waiting your input:<waitinput> done.
You can also create your own (via C#).
Read the docs for more ^^'
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swingAmplitude: 27.5
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Copyright (c) 2010-2014 by tyPoland Lukasz Dziedzic (team@latofonts.com) with Reserved Font Name "Lato"
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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using UnityEngine;
using UnityEditor;
namespace Febucci.UI.Examples.Editors
{
[CustomEditor(typeof(EffectsTesting))]
class EffectsTestingCustomEditor : Editor
{
public override void OnInspectorGUI()
{
if (Application.isPlaying)
{
ButtonSetText();
GUILayout.Space(10);
base.OnInspectorGUI();
GUILayout.Space(10);
ButtonSetText();
}
else
{
base.OnInspectorGUI();
}
}
void ButtonSetText()
{
if (GUILayout.Button("Set Text again"))
{
((EffectsTesting)target)?.ShowText();
}
}
}
}

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{
"name": "Febucci.TextAnimator.Demo.Editor",
"references": [
"Febucci.TextAnimator.Demo.Runtime",
"Febucci.TextAnimator.Runtime"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
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using UnityEngine;
using UnityEditor;
namespace Febucci.UI.Examples.Editors
{
[CustomEditor(typeof(UsageExample))]
class UsageExampleCustomEditor : Editor
{
public override void OnInspectorGUI()
{
if (Application.isPlaying)
{
ButtonSetText();
GUILayout.Space(10);
base.OnInspectorGUI();
GUILayout.Space(10);
ButtonSetText();
}
else
{
base.OnInspectorGUI();
}
}
void ButtonSetText()
{
if (GUILayout.Button("Set Text again"))
{
((UsageExample)target)?.ShowText();
}
}
}
}

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using UnityEngine;
namespace Febucci.UI.Examples
{
[AddComponentMenu("")]
public class DefaultEffectsExample : MonoBehaviour
{
public TextAnimatorPlayer textAnimatorPlayer;
private void Awake()
{
UnityEngine.Assertions.Assert.IsNotNull(textAnimatorPlayer, $"Text Animator Player component is null in {gameObject.name}");
}
private void Start()
{
const char quote = '"';
//builds the text with all the default tags
string builtText = "<b>You can add effects by using <color=red>rich text tags</color>.</b>" +
$"\nExample: writing {quote}<noparse><shake>I'm cold</shake></noparse>{quote} will result in {quote}<shake>I'm cold</shake>{quote}." +
$"\n\n Effects that animate through time are called {quote}<color=red>Behaviors</color>{quote}, and the default tags are: ";
for (int i = 0; i < TAnimTags.defaultBehaviors.Length; i++)
{
builtText += EffectsTesting.AddEffect(TAnimTags.defaultBehaviors[i]);
}
builtText += $"\n\n<b>Effects that animate letters while they appear on screen are called {quote}<color=red>Appearances</color>{quote} and the default tags are</b>: ";
for (int i = 0; i < TAnimTags.defaultAppearances.Length; i++)
{
builtText += EffectsTesting.AddAppearanceEffect(TAnimTags.defaultAppearances[i]);
}
//shows the text dynamically (typewriter like)
textAnimatorPlayer.ShowText(builtText);
}
}
}

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using Febucci.UI.Core;
using System;
using UnityEngine;
namespace Febucci.UI.Examples
{
[AddComponentMenu("")]
public class EffectsTesting : MonoBehaviour
{
public TextAnimatorPlayer textAnimatorPlayer;
private void Awake()
{
UnityEngine.Assertions.Assert.IsNotNull(textAnimatorPlayer, $"Text Animator Player component is null in {gameObject.name}");
TAnimBuilder.InitializeGlobalDatabase();
}
private void Start()
{
ShowText();
}
public static string AddEffect(string tag)
{
return $"<{tag}><noparse><{tag}></noparse></{tag}>, ";
}
public static string AddAppearanceEffect(string tag)
{
return "{" + tag + "}" + "<noparse>{" + tag +"}</noparse>{/" + tag + "}, "; //todo optimize
}
public void ShowText()
{
string builtText = "Detected Behavior effects:\n";
string[] behaviors = TAnimBuilder.GetAllBehaviorsTags();
string[] appearances = TAnimBuilder.GetAllApppearancesTags();
for (int i = 0; i < behaviors.Length; i++)
{
builtText += AddEffect(behaviors[i]);
}
builtText += "\n\nDetected Appearance effects:\n";
for (int i = 0; i < appearances.Length; i++)
{
builtText += AddAppearanceEffect(appearances[i]);
}
textAnimatorPlayer.ShowText(builtText);
}
}
}

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using UnityEngine;
namespace Febucci.UI.Examples
{
//Prevents this example to show up in the inspector
[AddComponentMenu("")]
public class EventExample : MonoBehaviour
{
public TextAnimatorPlayer textAnimatorPlayer;
public Camera cam;
int lastBGIndex;
public Color[] bgColors;
private void Awake()
{
UnityEngine.Assertions.Assert.IsNotNull(textAnimatorPlayer, $"Text Animator Player component is null in {gameObject.name}");
textAnimatorPlayer.textAnimator.onEvent += OnEvent;
}
void OnEvent(string message)
{
switch (message)
{
case "bg":
cam.backgroundColor = bgColors[lastBGIndex];
lastBGIndex++;
if (lastBGIndex >= bgColors.Length)
{
lastBGIndex = 0;
}
break;
}
}
}
}

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{
"name": "Febucci.TextAnimator.Demo.Runtime",
"references": [
"Unity.TextMeshPro",
"Febucci.TextAnimator.Runtime"
],
"optionalUnityReferences": [],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
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"autoReferenced": true,
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using UnityEngine;
namespace Febucci.UI.Examples
{
/// <summary>
/// Starts the textAnimator once this object is active
/// Disables it once it's deactivated
/// </summary>
[AddComponentMenu("Febucci/TextAnimator/Utilities/SetTextOnEnable")]
public class SetTextOnEnable : MonoBehaviour
{
public TextAnimatorPlayer tanimPlayer;
string textToSet;
private void Awake()
{
UnityEngine.Assertions.Assert.IsNotNull("TextAnimator: The object 'SetTextOnEnable' has no TextAnimatorPlayer component reference.");
textToSet = tanimPlayer.textAnimator.tmproText.text;
tanimPlayer.ShowText("");
}
private void OnEnable()
{
tanimPlayer.ShowText(textToSet);
}
private void OnDisable()
{
if (tanimPlayer != null)
{
//Forces the text to hide
tanimPlayer.StopShowingText();
tanimPlayer.ShowText("");
}
}
}
}

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using UnityEngine;
namespace Febucci.UI.Examples
{
//Prevents this example to show up in the inspector, since it should be used only in the example scene (and so, not annoy you after you understand how this works)
[AddComponentMenu("")]
public class UsageExample : MonoBehaviour
{
public TextAnimatorPlayer textAnimatorPlayer;
[TextArea(3, 50), SerializeField]
string textToShow = " ";
private void Awake()
{
UnityEngine.Assertions.Assert.IsNotNull(textAnimatorPlayer, $"Text Animator Player component is null in {gameObject.name}");
}
private void Start()
{
ShowText();
}
public void ShowText()
{
textAnimatorPlayer.ShowText(textToShow);
}
}
}

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Hi there!
Text Animator is already integrated with:
-"Dialogue System for Unity"
-"Yarn Spinner"
-The packages you find in this folder, like "PlayMaker".
& More!
Please read the documentation to discover all supported assets, how to integrate them etc.
-In case the plugin that you're using is not already supported, you can read how to support it in the documentation.
Have a lovely day!

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guid: a47363b2fbe9e2d45b00c72c79679fc3
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 834807df07adbb843a9e2270df867e8f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using Febucci.UI.Core;
using UnityEditor;
using UnityEngine;
namespace Febucci.UI
{
public class AboutWindow : EditorWindow
{
const string currentVersion = "1.3.4";
#region Utilties
const string menuParent = "Tools/Febucci/TextAnimator/";
const string linksCategory = "Links/";
const string utilsCategory = "Utils/";
const string page_docs_name = "📄 Documentation";
const string page_docs_url = "https://www.febucci.com/text-animator-unity/docs/1.X/";
const string page_changelog_name = "📝 Patch Notes";
const string page_changelog_url = "https://www.febucci.com/text-animator-unity/changelog/";
const string page_support_name = "🆘 Support";
const string page_support_url = "https://www.febucci.com/text-animator-unity/support/";
[MenuItem(menuParent + utilsCategory + "Locate Global Data", false, 0)]
static void LocateGlobalData()
{
var foundData = Resources.Load(TAnimGlobalDataScriptable.resourcesPath);
if (foundData != null)
{
Selection.activeObject = foundData;
}
else
{
Debug.LogWarning(
$"Text Animator: No Scriptable data found, please create one in path {TAnimGlobalDataScriptable.resourcesPath}");
}
}
#endregion
const int windowWidth = 350;
const int windowHeight = 485;
[InitializeOnLoadMethod]
private static void FirstSetup()
{
EditorApplication.delayCall += TryOpeningWindow;
}
private static void TryOpeningWindow()
{
const string key_installedVersion = "Febucci.UI.TextAnimator.Version";
string installedVersion = PlayerPrefs.GetString(key_installedVersion);
// Same version already exists
if (!string.IsNullOrWhiteSpace(installedVersion) && currentVersion == installedVersion)
return;
PlayerPrefs.SetString(key_installedVersion, currentVersion);
OpenWindow();
}
GUIContent logo;
void OnEnable()
{
var obj = EditorGUIUtility.Load(
"Assets/Plugins/Febucci/Text Animator/Scripts/Editor/febucci.tanimator.about_logo.png");
if (obj != null)
logo = new GUIContent(obj as Texture2D);
}
GUIStyle style_rightAligned;
public void OnGUI()
{
var rect = new Rect(5, 10, windowWidth - 10, windowHeight);
GUILayout.BeginArea(rect);
//Logo, if present
if (logo != null) GUILayout.Label(logo, EditorStyles.centeredGreyMiniLabel, GUILayout.MaxHeight(180));
GUILayout.Label("Welcome!", EditorStyles.boldLabel);
GUILayout.Label("Thank you for using Text Animator. Have fun bringing your project's texts to life!",
EditorStyles.wordWrappedLabel);
if (style_rightAligned == null)
{
style_rightAligned = new GUIStyle(EditorStyles.centeredGreyMiniLabel);
style_rightAligned.alignment = TextAnchor.MiddleRight;
}
GUILayout.Label($"Version: {currentVersion}", style_rightAligned);
GUILayout.Space(5);
//--Online Resources--
GUILayout.Label("Online Resources", EditorStyles.boldLabel);
GUILayout.Label("Here are some useful resources:",
EditorStyles.wordWrappedLabel);
GUILayout.BeginHorizontal();
//Docs
if (GUILayout.Button(page_docs_name)) Application.OpenURL(page_docs_url);
//Support
if (GUILayout.Button(page_support_name)) Application.OpenURL(page_support_url);
//Patch notes
if (GUILayout.Button(page_changelog_name)) Application.OpenURL(page_changelog_url);
GUILayout.EndHorizontal();
GUILayout.Space(5);
//--Extras--
GUILayout.Label("Extras", EditorStyles.boldLabel);
GUILayout.Label("[!!!] IMPORTANT", EditorStyles.largeLabel);
GUILayout.Label("Text Animator 2.X is OUT!! It's a huge update with many improvements and new features." +
"To upgrade please visit the Asset Store, thanks!", EditorStyles.wordWrappedLabel);
if (GUILayout.Button("-> Get 2.X"))
Application.OpenURL("https://www.febucci.com/text-animator-unity/");
GUILayout.Label("For any help with the update, don't hesitate to ask for support! We'll be happy to help, thanks!", EditorStyles.wordWrappedLabel);
GUILayout.Space(5);
GUILayout.Label("Cheers! @febucci", EditorStyles.centeredGreyMiniLabel);
GUILayout.EndArea();
}
[MenuItem("Tools/Febucci/TextAnimator/About", priority = 0)]
private static void OpenWindow()
{
var position = new Rect(100, 100, windowWidth, windowHeight);
GetWindowWithRect<AboutWindow>(position, true, "About Text Animator", true);
}
}
}

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guid: e1f30d900b20e8c40b52e4fb59726f6a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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fileFormatVersion: 2
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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(CharsDisplayTimeAttribute))]
public class CharsDisplayTimeAttributeDrawer : PropertyDrawer
{
const float minWaitTime = 0.0001f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
//delay in seconds
Rect delayValueRect = new Rect(position.x, position.y, 70 + 230 - position.x, position.height);
delayValueRect.width = Mathf.Clamp(position.width * 0.6f, 170, position.width);
Rect delayLabel = new Rect(delayValueRect);
delayLabel.x += delayLabel.width - 15;
delayLabel.width = 77;
Rect charPerSecValueRect = new Rect(delayLabel);
charPerSecValueRect.x += charPerSecValueRect.width - 15;
charPerSecValueRect.width = 65;
Rect charPerSecLabelRect = new Rect(charPerSecValueRect);
charPerSecLabelRect.x += charPerSecLabelRect.width - 15;
charPerSecLabelRect.width = 120;
switch (property.propertyType)
{
case SerializedPropertyType.Float:
property.floatValue = EditorGUI.FloatField(delayValueRect, label, property.floatValue);
EditorGUI.LabelField(delayLabel, $"s delay, ≈");
int charPerSecond = Mathf.RoundToInt(1 / property.floatValue);
EditorGUI.LabelField(charPerSecLabelRect, "chars per sec");
EditorGUI.BeginChangeCheck();
charPerSecond = EditorGUI.IntField(charPerSecValueRect, charPerSecond);
if (EditorGUI.EndChangeCheck())
{
property.floatValue = 1f/charPerSecond;
}
if (property.floatValue < minWaitTime)
property.floatValue = minWaitTime;
break;
default: //unsupported, fallback to the default OnGUI
EditorGUI.PropertyField(position, property, label);
return;
}
}
}
}

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fileFormatVersion: 2
guid: 06ce1d00801daba44918ac07070012a3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(MinValueAttribute))]
public class MinValueAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.PropertyField(position, property, label);
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
property.intValue = Mathf.Clamp(property.intValue, (int)(attribute as MinValueAttribute).min, int.MaxValue);
break;
case SerializedPropertyType.Float:
property.floatValue = Mathf.Clamp(property.floatValue, (attribute as MinValueAttribute).min, float.MaxValue);
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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fileFormatVersion: 2
guid: d6969374730fb584ea155e370491caf1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(NotZeroAttribute))]
public class NotZeroAttributeDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
int intValue = property.intValue;
intValue = EditorGUI.IntField(position, label, intValue);
if (intValue != 0)
property.intValue = intValue;
break;
case SerializedPropertyType.Float:
float floatValue = property.floatValue;
floatValue = EditorGUI.FloatField(position, label, floatValue);
if (floatValue != 0)
property.floatValue = floatValue;
break;
case SerializedPropertyType.Vector2:
Vector2 vecValue = property.vector2Value;
vecValue = EditorGUI.Vector2Field(position, label, vecValue);
property.vector2Value = new Vector2(
(vecValue.x != 0 || vecValue.y!=0) ? vecValue.x : property.vector2Value.x,
(vecValue.y != 0 || vecValue.x!=0) ? vecValue.y : property.vector2Value.y);
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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fileFormatVersion: 2
guid: 319c5abbdd9c94e479d7c58013da0a7a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEditor;
namespace Febucci.Attributes
{
[CustomPropertyDrawer(typeof(PositiveValueAttribute))]
public class PositiveValueAttributeDrawer : PropertyDrawer
{
const float minValue = .01f;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
switch (property.propertyType)
{
case SerializedPropertyType.Integer:
int intValue = property.intValue;
intValue = EditorGUI.IntField(position, label, intValue);
if (intValue >= minValue)
property.intValue = intValue;
break;
case SerializedPropertyType.Float:
float floatValue = property.floatValue;
floatValue = EditorGUI.FloatField(position, label, floatValue);
property.floatValue = Mathf.Clamp(floatValue, minValue, floatValue);
break;
case SerializedPropertyType.Vector2:
Vector2 vecValue = property.vector2Value;
vecValue = EditorGUI.Vector2Field(position, label, vecValue);
vecValue.x = Mathf.Clamp(vecValue.x, minValue, vecValue.x);
vecValue.y = Mathf.Clamp(vecValue.y, minValue, vecValue.y);
property.vector2Value = vecValue;
break;
default:
base.OnGUI(position, property, label);
break;
}
}
}
}

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fileFormatVersion: 2
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor;
using UnityEngine;
namespace Febucci.UI.Core.Editors
{
abstract class BuiltinDataScriptableDrawer : Editor
{
SerializedProperty scriptable;
TextAnimatorDrawer.BuiltinVariablesDrawer effectsDrawer;
protected virtual void OnEnable()
{
scriptable = serializedObject.FindProperty("effectValues");
effectsDrawer = InitializeDrawer(scriptable);
}
protected abstract TextAnimatorDrawer.BuiltinVariablesDrawer InitializeDrawer(SerializedProperty property);
public override void OnInspectorGUI()
{
EditorGUILayout.LabelField("Editing shared built-in values", EditorStyles.boldLabel);
GUI.enabled = false;
EditorGUILayout.LabelField("TextAnimators that reference this asset will use and share these built-in effect values.", EditorStyles.wordWrappedLabel);
GUI.enabled = true;
if (Application.isPlaying)
{
EditorGUILayout.LabelField("[!] Remember: Changes will be saved when you exit playmode (since you are editing a Scriptable Object).", EditorStyles.wordWrappedLabel);
}
EditorGUILayout.Space();
effectsDrawer.DrawBody();
if (serializedObject.hasModifiedProperties)
serializedObject.ApplyModifiedProperties();
}
}
[CustomEditor(typeof(BuiltinAppearancesDataScriptable))]
class BuiltinAppearancesDrawer : BuiltinDataScriptableDrawer
{
protected override TextAnimatorDrawer.BuiltinVariablesDrawer InitializeDrawer(SerializedProperty property)
{
return new TextAnimatorDrawer.AppearanceDefaultEffects(property);
}
}
[CustomEditor(typeof(BuiltinBehaviorsDataScriptable))]
class BuiltinBehaviorsDrawer : BuiltinDataScriptableDrawer
{
protected override TextAnimatorDrawer.BuiltinVariablesDrawer InitializeDrawer(SerializedProperty property)
{
return new TextAnimatorDrawer.BehaviorDefaultEffects(property);
}
}
}

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fileFormatVersion: 2
guid: 4bc56c85b1a31164e882102be0e50509
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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{
"name": "Febucci.TextAnimator.Editor",
"references": [
"Febucci.TextAnimator.Runtime",
"Unity.TextMeshPro"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
}

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fileFormatVersion: 2
guid: 0306e69412d8fbf41a94465bbaf34341
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor;
using UnityEngine;
namespace Febucci.UI.Core.Editors
{
#if UNITY_EDITOR
[CustomEditor(typeof(TAnimGlobalDataScriptable))]
class TAnimGlobalDataScriptableDrawer : Editor
{
TAnimGlobalDataScriptable script;
SerializedProperty behaviorPresets;
SerializedProperty appearancesPresets;
SerializedProperty customActionsArray;
SerializedProperty customTagsFormatting;
SerializedProperty tagInfo_behaviors;
SerializedProperty tagInfo_appearances;
TextAnimatorDrawer.UserPresetDrawer[] behaviorDrawers = new TextAnimatorDrawer.UserPresetDrawer[0];
TextAnimatorDrawer.UserPresetDrawer[] appearancesDrawers = new TextAnimatorDrawer.UserPresetDrawer[0];
protected virtual void OnEnable()
{
behaviorPresets = serializedObject.FindProperty("globalBehaviorPresets");
appearancesPresets = serializedObject.FindProperty("globalAppearancePresets");
customActionsArray = serializedObject.FindProperty("customActions");
tagInfo_behaviors = serializedObject.FindProperty("tagInfo_behaviors");
tagInfo_appearances = serializedObject.FindProperty("tagInfo_appearances");
customTagsFormatting = serializedObject.FindProperty("customTagsFormatting");
script = (TAnimGlobalDataScriptable)target;
Undo.undoRedoPerformed += Redo;
}
private void OnDisable()
{
Undo.undoRedoPerformed -= Redo;
}
void Redo()
{
serializedObject.UpdateIfRequiredOrScript(); //I have spent too much searching this method... :(
Repaint();
TryResettingTextAnimators();
}
bool showBehaviors = false;
bool showAppearances = false;
public override void OnInspectorGUI()
{
if (Application.isPlaying)
EditorGUILayout.LabelField($"[!!] Remember: Saves are applied in play mode.");
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("Effects", EditorStyles.boldLabel);
TextAnimatorDrawer.ShowPresets(ref behaviorDrawers, ref showBehaviors, ref behaviorPresets, false, true);
TextAnimatorDrawer.ShowPresets(ref appearancesDrawers, ref showAppearances, ref appearancesPresets, true, true);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("Actions", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(customActionsArray, true);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
{
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("Tags Info", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(customTagsFormatting, true);
if (customTagsFormatting.boolValue)
{
EditorGUILayout.PropertyField(tagInfo_behaviors, true);
EditorGUILayout.PropertyField(tagInfo_appearances, true);
}
EditorGUI.indentLevel--;
}
if (serializedObject.hasModifiedProperties)
{
//Repaint();
//Undo.RecordObject(serializedObject.targetObject, "Changed TextAnimator Global Data Scriptable");
Undo.RecordObject(script, "Changed TextAnimator Global Data Scriptable");
EditorUtility.SetDirty(script);
//Undo.RegisterCompleteObjectUndo(script, "Changed TextAnimator Global Data Scriptable");
serializedObject.ApplyModifiedProperties();
Repaint();
TryResettingTextAnimators();
}
}
void TryResettingTextAnimators()
{
if (EditorApplication.isPlaying)
{
TAnim_EditorHelper.TriggerEvent();
}
}
}
#endif
}

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fileFormatVersion: 2
guid: 02a6e80de43c2b647ad09ff47f627646
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEditor;
using UnityEngine;
namespace Febucci.UI.Core.Editors
{
[CustomEditor(typeof(TAnimPlayerBase), true)]
class TAnimPlayerBaseDrawer : Editor
{
SerializedProperty showLettersDinamically;
SerializedProperty startTypewriterMode;
SerializedProperty canSkipTypewriter;
SerializedProperty hideAppearancesOnSkip;
SerializedProperty triggerEventsOnSkip;
SerializedProperty disappearanceOrientation;
SerializedProperty onTextShowed;
SerializedProperty onTypewriterStart;
SerializedProperty onCharacterVisible;
SerializedProperty onTextDisappeared;
SerializedProperty resetTypingSpeedAtStartup;
string[] propertiesToExclude = new string[0];
protected virtual string[] GetPropertiesToExclude()
{
return new string[] {
"m_Script",
"useTypeWriter",
"startTypewriterMode",
"canSkipTypewriter",
"hideAppearancesOnSkip",
"triggerEventsOnSkip",
"onTextShowed",
"onTypewriterStart",
"onCharacterVisible",
"resetTypingSpeedAtStartup",
"onTextDisappeared",
"disappearanceOrientation",
};
}
protected virtual void OnEnable()
{
showLettersDinamically = serializedObject.FindProperty("useTypeWriter");
startTypewriterMode = serializedObject.FindProperty("startTypewriterMode");
canSkipTypewriter = serializedObject.FindProperty("canSkipTypewriter");
hideAppearancesOnSkip = serializedObject.FindProperty("hideAppearancesOnSkip");
triggerEventsOnSkip = serializedObject.FindProperty("triggerEventsOnSkip");
disappearanceOrientation = serializedObject.FindProperty("disappearanceOrientation");
onTextShowed = serializedObject.FindProperty("onTextShowed");
onTypewriterStart = serializedObject.FindProperty("onTypewriterStart");
onCharacterVisible = serializedObject.FindProperty("onCharacterVisible");
onTextDisappeared = serializedObject.FindProperty("onTextDisappeared");
resetTypingSpeedAtStartup = serializedObject.FindProperty("resetTypingSpeedAtStartup");
propertiesToExclude = GetPropertiesToExclude();
}
bool ButtonPlaymode(string label)
{
bool prevGUI = GUI.enabled;
GUI.enabled = Application.isPlaying;
bool value = GUILayout.Button(label, EditorStyles.miniButton, GUILayout.MaxWidth(70));
GUI.enabled = prevGUI;
return value;
}
public override void OnInspectorGUI()
{
{
EditorGUILayout.LabelField("Main Settings", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(showLettersDinamically);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
//Typewriter settings
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Typewriter", EditorStyles.boldLabel);
if (showLettersDinamically.boolValue)
{
if (ButtonPlaymode("Start"))
{
((TAnimPlayerBase)target).StartShowingText();
}
if (ButtonPlaymode("Stop"))
{
((TAnimPlayerBase)target).StopShowingText();
}
}
EditorGUILayout.EndHorizontal();
}
if (showLettersDinamically.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(startTypewriterMode);
EditorGUILayout.PropertyField(resetTypingSpeedAtStartup);
EditorGUILayout.LabelField("Typewriter Skip", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(canSkipTypewriter);
if (canSkipTypewriter.boolValue && ButtonPlaymode("Skip"))
{
((TAnimPlayerBase)target).SkipTypewriter();
}
EditorGUILayout.EndHorizontal();
GUI.enabled = canSkipTypewriter.boolValue;
EditorGUILayout.PropertyField(hideAppearancesOnSkip);
EditorGUILayout.PropertyField(triggerEventsOnSkip);
GUI.enabled = true;
EditorGUI.indentLevel--;
}
else
{
GUI.enabled = false;
EditorGUILayout.LabelField("The typewriter is disabled");
GUI.enabled = true;
}
EditorGUILayout.Space();
//Events
{
EditorGUILayout.LabelField("Events", EditorStyles.boldLabel);
// foldoutEvents = EditorGUILayout.Foldout(foldoutEvents, "Events");
//if (foldoutEvents)
{
EditorGUILayout.PropertyField(onTextShowed);
EditorGUILayout.PropertyField(onTextDisappeared);
//GUI.enabled = showLettersDinamically.boolValue;
if (showLettersDinamically.boolValue)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(onTypewriterStart);
EditorGUILayout.PropertyField(onCharacterVisible);
EditorGUI.indentLevel--;
}
//GUI.enabled = true;
}
}
EditorGUILayout.Space();
//Typewriter
{
EditorGUILayout.LabelField("Typewriter Wait", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
OnTypewriterSectionGUI();
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
//Disappearance
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Disappearances", EditorStyles.boldLabel);
if (ButtonPlaymode("Start"))
{
((TAnimPlayerBase)target).StartDisappearingText();
}
if (ButtonPlaymode("Stop"))
{
((TAnimPlayerBase)target).StopDisappearingText();
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel++;
GUI.enabled = false;
EditorGUILayout.LabelField("To start disappearances, please call the 'StartDisappearingText()' method. See the docs for more.", EditorStyles.wordWrappedMiniLabel);
GUI.enabled = true;
EditorGUILayout.PropertyField(disappearanceOrientation);
OnDisappearanceSectionGUI();
EditorGUI.indentLevel--;
}
//Draws parent without the children (so, TanimPlayerBase can have a custom inspector)
DrawPropertiesExcluding(serializedObject, propertiesToExclude);
if (serializedObject.hasModifiedProperties)
{
serializedObject.ApplyModifiedProperties();
}
}
protected virtual void OnTypewriterSectionGUI()
{
}
protected virtual void OnDisappearanceSectionGUI()
{
}
}
[CustomEditor(typeof(TextAnimatorPlayer), true)]
class TAnimPlayerDrawer : TAnimPlayerBaseDrawer
{
SerializedProperty waitForNormalChars;
SerializedProperty waitLong;
SerializedProperty waitMiddle;
SerializedProperty avoidMultiplePunctuactionWait;
SerializedProperty waitForNewLines;
SerializedProperty waitForLastCharacter;
PropertyWithDifferentLabel useTypewriterWaitForDisappearances;
PropertyWithDifferentLabel disappearanceWaitTime;
PropertyWithDifferentLabel disappearanceSpeedMultiplier;
struct PropertyWithDifferentLabel
{
public SerializedProperty property;
public GUIContent label;
public PropertyWithDifferentLabel(SerializedObject obj, string property, string label)
{
this.property = obj.FindProperty(property);
this.label = new GUIContent(label);
}
public void PropertyField()
{
EditorGUILayout.PropertyField(property, label);
}
}
protected override void OnEnable()
{
base.OnEnable();
waitForNormalChars = serializedObject.FindProperty("waitForNormalChars");
waitLong = serializedObject.FindProperty("waitLong");
waitMiddle = serializedObject.FindProperty("waitMiddle");
avoidMultiplePunctuactionWait = serializedObject.FindProperty("avoidMultiplePunctuactionWait");
waitForNewLines = serializedObject.FindProperty("waitForNewLines");
waitForLastCharacter = serializedObject.FindProperty("waitForLastCharacter");
useTypewriterWaitForDisappearances = new PropertyWithDifferentLabel(serializedObject, "useTypewriterWaitForDisappearances", "Use Typewriter Wait Times");
disappearanceSpeedMultiplier = new PropertyWithDifferentLabel(serializedObject, "disappearanceSpeedMultiplier", "Typewriter Speed Multiplier");
disappearanceWaitTime = new PropertyWithDifferentLabel(serializedObject, "disappearanceWaitTime", "Disappearances Wait");
}
protected override string[] GetPropertiesToExclude()
{
string[] newProperties = new string[] {
"script",
"waitForNormalChars",
"waitLong",
"waitMiddle",
"avoidMultiplePunctuactionWait",
"waitForNewLines",
"waitForLastCharacter",
"useTypewriterWaitForDisappearances",
"disappearanceSpeedMultiplier",
"disappearanceWaitTime"
};
string[] baseProperties = base.GetPropertiesToExclude();
string[] mergedArray = new string[newProperties.Length + baseProperties.Length];
for (int i = 0; i < baseProperties.Length; i++)
{
mergedArray[i] = baseProperties[i];
}
for (int i = 0; i < newProperties.Length; i++)
{
mergedArray[i + baseProperties.Length] = newProperties[i];
}
return mergedArray;
}
protected override void OnTypewriterSectionGUI()
{
EditorGUILayout.PropertyField(waitForNormalChars);
EditorGUILayout.PropertyField(waitLong);
EditorGUILayout.PropertyField(waitMiddle);
EditorGUILayout.PropertyField(avoidMultiplePunctuactionWait);
EditorGUILayout.PropertyField(waitForNewLines);
EditorGUILayout.PropertyField(waitForLastCharacter);
}
protected override void OnDisappearanceSectionGUI()
{
useTypewriterWaitForDisappearances.PropertyField();
if (useTypewriterWaitForDisappearances.property.boolValue)
disappearanceSpeedMultiplier.PropertyField();
else
disappearanceWaitTime.PropertyField();
}
}
}

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using UnityEngine;
using System.Collections.Generic;
namespace Febucci.UI.Core
{
/// <summary>
/// Represents visible characters in the text (including sprites and excluding bars)
/// </summary>
struct Character
{
#pragma warning disable 0649
internal bool initialized;
#pragma warning restore 0649
public float disappearancesMaxDuration;
public bool isDisappearing;
public bool wantsToDisappear;
public float appearancesMaxDuration;
public int[] indexBehaviorEffects;
public int[] indexAppearanceEffects;
public int[] indexDisappearanceEffects;
public CharacterSourceData sources;
public CharacterData data;
public void ResetVertices()
{
for (byte i = 0; i < sources.vertices.Length; i++)
{
data.vertices[i] = sources.vertices[i];
}
}
public void ResetColors()
{
for (byte i = 0; i < sources.colors.Length; i++)
{
data.colors[i] = sources.colors[i];
}
}
public void Hide()
{
for (byte i = 0; i < sources.vertices.Length; i++)
{
data.vertices[i] = Vector3.zero;
}
}
}
//Original character data
struct CharacterSourceData
{
public Color32[] colors;
public Vector3[] vertices;
}
/// <summary>
/// Contains characters data that can be modified during TextAnimator effects.
/// </summary>
public struct CharacterData
{
/// <summary>
/// Time passed since the character is visible (or just started the appearance effect).
/// </summary>
public float passedTime;
/// <summary>
/// A character's vertices colors.
/// </summary>
/// <remarks>
/// The array size is usually <see cref="TextUtilities.verticesPerChar"/>
/// </remarks>
public Color32[] colors;
/// <summary>
/// A character's vertices positions.
/// </summary>
/// <remarks>
/// The array size is usually <see cref="TextUtilities.verticesPerChar"/>
/// </remarks>
public Vector3[] vertices;
/// <summary>
/// Related character information from TextMeshPro.<br/>
/// P.S. If you want to modify vertices/colors, please use the <see cref="vertices"/> and <see cref="colors"/> arrays variables instead.
/// </summary>
public TMPro.TMP_CharacterInfo tmp_CharInfo;
}
}

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namespace Febucci.UI.Core
{
/// <summary>
/// Attribute used to set effect settings
/// </summary>
/// <example>
/// In order to set a "jump" tag to the below class:
/// <code>
/// [EffectInfo(tag: "jump")]
/// public class JumpEffect : BehaviorEffect
/// {
/// ///[...]
/// </code>
/// </example>
[System.AttributeUsage(System.AttributeTargets.Class, Inherited = false, AllowMultiple = false)]
public sealed class EffectInfoAttribute : System.Attribute
{
public readonly string tag;
public EffectInfoAttribute(string tag)
{
this.tag = tag;
}
}
}

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namespace Febucci.UI.Core
{
/// <summary>
/// Base class for TextAnimator effects' categories<br/>
/// Please do not inherit from this class directly, but do from <see cref="AppearanceBase"/> or <see cref="BehaviorBase"/>
/// </summary>
public abstract class EffectsBase
{
/// <summary>
/// Effect's tag without symbols, eg. "shake"
/// </summary>
public string effectTag { get; private set; }
/// <summary>
/// Intensity used to uniform effects that behave differently based on screen or font sizes.
/// </summary>
/// <remarks>
/// Multiply this by your effect values only if they behave differently with different screen resolutions, font sizes or similar. (e.g. adding or subtracting vectors)
/// </remarks>
public float uniformIntensity = 1;
[System.Obsolete("This value will be removed from next versions. Please use 'uniformIntensity' instead")] public float effectIntensity => uniformIntensity;
#region Internal/Core
//---Methods used only by TextAnimator's internal workflow---//
internal class RegionManager
{
public string entireRichTextTag;
System.Collections.Generic.List<TextRegion> textRegions = new System.Collections.Generic.List<TextRegion>();
struct TextRegion
{
public int startIndex;
public int endIndex;
public TextRegion(int startIndex)
{
this.startIndex = startIndex;
this.endIndex = int.MaxValue;
}
}
internal bool IsLastRegionClosed()
{
return textRegions.Count > 0 && textRegions[textRegions.Count - 1].endIndex != int.MaxValue;
}
internal void AddRegion(int startIndex)
{
textRegions.Add(new TextRegion(startIndex));
}
internal bool TryReutilizingWithTag(string richTextTag, int indexNewRegionStart)
{
if (!entireRichTextTag.Equals(richTextTag))
return false;
if (!IsLastRegionClosed())
return true;
AddRegion(indexNewRegionStart);
return true;
}
internal void CloseEffect(int index)
{
var region = textRegions[textRegions.Count - 1];
region.endIndex = index;
textRegions[textRegions.Count - 1] = region;
}
internal bool IsCharInsideRegion(int charIndex)
{
foreach (var region in textRegions)
{
if (charIndex >= region.startIndex && charIndex < region.endIndex)
return true;
}
return false;
}
public override string ToString()
{
string text = $"{entireRichTextTag} - {textRegions.Count} region(s): ";
for (int i = 0; i < textRegions.Count; i++)
{
if(textRegions[i].endIndex == int.MaxValue)
{
text += $"[{textRegions[i].startIndex}; Infinity] ";
}
else
{
text += $"[{textRegions[i].startIndex}; {textRegions[i].endIndex}] ";
}
}
return text;
}
}
internal RegionManager regionManager;
/// <summary>
/// For internal use only. Sets the effect settings such as tags, instead of a constructor.
/// </summary>
/// <param name="effectTag"></param>
internal void _Initialize(string effectTag, string entireRichTextTag)
{
this.effectTag = effectTag;
this.regionManager = new RegionManager();
this.regionManager.entireRichTextTag = entireRichTextTag;
}
#endregion
#region Utilities
//---Methods you can use in your classes---//
/// <summary>
/// Applies the modifier by performing a multiplication to the given value.
/// </summary>
/// <param name="value">The effect's value you want to modify</param>
/// <param name="modifierValue">The modifier value. eg. "0.5"</param>
/// <example>
/// <code>
/// string modifier = "0.5";
/// float amplitude = 1;
/// ApplyModifierTo(ref amplitude, modifier);
/// //amplitude becomes 0.5
/// </code>
/// </example>
protected void ApplyModifierTo(ref float value, string modifierValue)
{
if (FormatUtils.ParseFloat(modifierValue, out float multiplier))
{
value *= multiplier;
}
}
#endregion
#region Effect Methods
//---Methods you can override in your classes---//
/// <summary>
/// Invoked upon effect creation
/// </summary>
/// <param name="charactersCount"></param>
public virtual void Initialize(int charactersCount) { }
/// <summary>
/// Called once per frame, before applying the effect to letters.
/// Example: You could use this to calculate the effect variables that are indiependant from specific letters
/// </summary>
public virtual void Calculate() { }
/// <summary>
/// Called once for each letter, per each frame.<br/>
/// Use this to apply the effect to a letter/character, by modifying its <see cref="CharacterData"/> values.
/// </summary>
/// <param name="data">Letters' values like position and colors. It might have been already modified by previous effects.</param>
/// <param name="charIndex">Letter index/position in the text.</param>
public abstract void ApplyEffect(ref CharacterData data, int charIndex);
/// <summary>
/// Invoked when there is a modifier in your rich text tag, eg. &#60;shake a=3&#62;
/// </summary>
/// <remarks>You can also use the following helper methods:
/// - <see cref="EffectsBase.ApplyModifierTo"/>
/// - <see cref="FormatUtils.ParseFloat"/>
/// </remarks>
/// <param name="modifierName">modifier name. eg. in &#60;shake a=3&#62; this string is "a"</param>
/// <param name="modifierValue">modifier value. eg. in &#60;shake a=3&#62; this string is "3"</param>
/// <example>
/// <code>
/// float amplitude = 2;
/// //[...]
/// public override void SetModifier(string modifierName, string modifierValue){
/// switch(modifierName){
/// //changes the 'amplitude' variable based on the modifier written in the tag
/// //eg. when you write a tag like &#60;shake a=3&#62;
/// case "a": ApplyModifierTo(ref amplitude, modifierValue); return;
/// }
/// }
/// </code>
/// </example>
public abstract void SetModifier(string modifierName, string modifierValue);
#if UNITY_EDITOR
//Used only in the editor to set again modifiers if we change values in the inspector
System.Collections.Generic.List<Modifier> modifiers { get; set; } = new System.Collections.Generic.List<Modifier>();
internal void EDITOR_RecordModifier(string name, string value)
{
modifiers.Add(new Modifier
{
name = name,
value = value,
});
}
internal void EDITOR_ApplyModifiers()
{
for (int i = 0; i < modifiers.Count; i++)
{
SetModifier(modifiers[i].name, modifiers[i].value);
}
}
#endif
#endregion
}
}

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namespace Febucci.UI.Core
{
#if UNITY_EDITOR
struct Modifier
{
public string name;
public string value;
}
#endif
}

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using UnityEngine;
using Febucci.Attributes;
namespace Febucci.UI.Core
{
[System.Serializable]
//Do not touch this script
public class AppearanceDefaultValues
{
#region Default Effects' values
private const float defDuration = .3f;
[System.Serializable]
public class Defaults
{
[PositiveValue] public float sizeDuration = defDuration;
[Attributes.MinValue(0)] public float sizeAmplitude = 2;
[PositiveValue] public float fadeDuration = defDuration;
[PositiveValue] public float verticalExpandDuration = defDuration;
public bool verticalFromBottom = false;
[PositiveValue] public float horizontalExpandDuration = defDuration;
[SerializeField] internal HorizontalExpandAppearance.ExpType horizontalExpandStart = HorizontalExpandAppearance.ExpType.Left;
[PositiveValue] public float diagonalExpandDuration = defDuration;
public bool diagonalFromBttmLeft = false;
[NotZero] public Vector2 offsetDir = Vector2.one;
[PositiveValue] public float offsetDuration = defDuration;
[NotZero] public float offsetAmplitude = 1f;
[PositiveValue] public float rotationDuration = defDuration;
public float rotationStartAngle = 180;
[PositiveValue] public float randomDirDuration = defDuration;
[NotZero] public float randomDirAmplitude = 1f;
}
[SerializeField, Header("Default Appearances")]
public Defaults defaults = new Defaults();
#endregion
[SerializeField, Header("Preset Effects")]
internal PresetAppearanceValues[] presets = new PresetAppearanceValues[0];
}
[System.Serializable]
//Do not touch this script
public class BehaviorDefaultValues
{
#region Default Effects' values
[System.Serializable]
public class Defaults
{
//wiggle
[NotZero] public float wiggleAmplitude = 0.15f;
[NotZero] public float wiggleFrequency = 7.67f;
//wave
[NotZero] public float waveFrequency = 4.78f;
[NotZero] public float waveAmplitude = .2f;
public float waveWaveSize = .18f;
//rot
[NotZero] public float angleSpeed = 180;
public float angleDiffBetweenChars = 10;
//swing
[NotZero] public float swingAmplitude = 27.5f;
[NotZero] public float swingFrequency = 5f;
public float swingWaveSize = 0;
//shake
[NotZero] public float shakeStrength = 0.085f;
[PositiveValue] public float shakeDelay = .04f;
//size
public float sizeAmplitude = 1.4f;
[NotZero] public float sizeFrequency = 4.84f;
public float sizeWaveSize = .18f;
//slide
[NotZero] public float slideAmplitude = 0.12f;
[NotZero] public float slideFrequency = 5;
public float slideWaveSize = 0;
//bounce
[NotZero] public float bounceAmplitude = .08f;
[NotZero] public float bounceFrequency = 1f;
public float bounceWaveSize = 0.08f;
//rainb
[NotZero] public float hueShiftSpeed = 0.8f;
public float hueShiftWaveSize = 0.08f;
//fade
[PositiveValue] public float fadeDelay = 1.2f;
//dangle
[NotZero] public float dangleAmplitude = .13f;
[NotZero] public float dangleFrequency = 2.41f;
public float dangleWaveSize = 0.18f;
public bool dangleAnchorBottom = false;
//pendulum
[NotZero] public float pendAmplitude = 25;
[NotZero] public float pendFrequency = 3;
public float pendWaveSize = .2f;
public bool pendInverted = false;
}
[SerializeField, Header("Default Behaviors")]
public Defaults defaults = new Defaults();
#endregion
[SerializeField, Header("Preset Effects")]
internal PresetBehaviorValues[] presets = new PresetBehaviorValues[0];
}
}

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namespace Febucci.UI.Core
{
struct EventMarker
{
public int charIndex;
public string eventMessage;
public bool triggered;
public int internalOrder;
}
}

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using UnityEngine;
using System.Collections.Generic;
using System;
using System.Linq;
using System.Reflection;
namespace Febucci.UI.Core
{
#if UNITY_EDITOR
public static class TAnim_EditorHelper
{
internal delegate void VoidCallback();
internal static event VoidCallback onChangesApplied;
public static void TriggerEvent()
{
if (Application.isPlaying)
{
onChangesApplied?.Invoke();
}
}
}
#endif
public static class TAnimBuilder
{
[System.Serializable]
internal struct TagFormatting
{
public TagFormatting(char openingChar, char closingChar)
{
this.charOpeningTag = openingChar;
this.charClosingTag = closingChar;
}
public char charOpeningTag;
public char charClosingTag;
}
internal static TagFormatting tag_behaviors = new TagFormatting('<', '>');
internal static TagFormatting tag_appearances = new TagFormatting('{', '}');
static TAnimGlobalDataScriptable _data;
static bool hasData;
internal static TAnimGlobalDataScriptable data
{
get => _data;
}
#region Static Controller
static Dictionary<string, Type> behaviorsData = new Dictionary<string, Type>();
static Dictionary<string, Type> appearancesData = new Dictionary<string, Type>();
static HashSet<string> globalDefaultActions = new HashSet<string>();
static HashSet<string> globalCustomActions = new HashSet<string>();
static bool globalDatabaseInitialized;
public static string[] GetAllBehaviorsTags()
{
List<string> tags = new List<string>();
for (int i = 0; i < behaviorsData.Count; i++)
{
tags.Add(behaviorsData.Keys.ElementAt(i));
}
return tags.ToArray();
}
public static string[] GetAllApppearancesTags()
{
List<string> tags = new List<string>();
for (int i = 0; i < appearancesData.Count; i++)
{
tags.Add(appearancesData.Keys.ElementAt(i));
}
return tags.ToArray();
}
/// <summary>
/// Initializes and Load TextAnimator's effects and global settings, in case it has not been loaded already.
/// </summary>
public static void InitializeGlobalDatabase()
{
if (globalDatabaseInitialized)
return;
globalDatabaseInitialized = true;
TextUtilities.Initialize();
#region Local Methods
void PopulateEffectsFromAssembly<T>(ref Dictionary<string, Type> effectsList) where T : EffectsBase
{
List<Type> GetAssemblyClasses()
{
return (from domainAssembly in AppDomain.CurrentDomain.GetAssemblies()
from assemblyType in domainAssembly.GetTypes()
where assemblyType.IsSubclassOf(typeof(T))
where !assemblyType.IsAbstract
select assemblyType).ToList();
}
var effectsInAssembly = GetAssemblyClasses();
EffectInfoAttribute attribute;
string effectTag;
for (int i = 0; i < effectsInAssembly.Count; i++)
{
effectTag = string.Empty;
attribute = effectsInAssembly[i].GetCustomAttribute<EffectInfoAttribute>();
if (attribute != null)
{
effectTag = attribute.tag;
}
else
{
Debug.LogError($"TextAnimator: skipping class {effectsInAssembly[i].Name}. Please add a 'EffectInfoAttribute' on top of it.");
continue;
}
if (string.IsNullOrEmpty(effectTag))
{
continue;
}
if (!effectsList.ContainsKey(effectTag))
{
effectsList.Add(effectTag, effectsInAssembly[i]);
}
else
{
Debug.LogError($"TextAnimator: not adding effect <{effectTag}> (from class '{effectsInAssembly[i].Name}') to the database because an effect with the same tag has already been added (by class '{effectsList[effectTag].Name}')");
}
}
}
#endregion
PopulateEffectsFromAssembly<BehaviorBase>(ref behaviorsData);
PopulateEffectsFromAssembly<AppearanceBase>(ref appearancesData);
#region Default Actions
globalDefaultActions.Add("waitfor");
globalDefaultActions.Add("waitinput");
globalDefaultActions.Add("speed");
#endregion
hasData = false;
_data = Resources.Load(TAnimGlobalDataScriptable.resourcesPath) as TAnimGlobalDataScriptable;
if (data != null)
{
hasData = true;
#region Settings
if (data.customTagsFormatting)
{
if (data.tagInfo_behaviors.charOpeningTag != data.tagInfo_appearances.charOpeningTag
&& data.tagInfo_behaviors.charClosingTag != data.tagInfo_appearances.charClosingTag)
{
tag_behaviors = data.tagInfo_behaviors;
tag_appearances = data.tagInfo_appearances;
}
else
{
Debug.LogError("Not valid"); //todo error
}
}
#endregion
#region Global Effects
//Adds global effects
for (int i = 0; i < data.globalBehaviorPresets.Length; i++)
{
TryAddingPresetToDictionary(ref behaviorsData, data.globalBehaviorPresets[i].effectTag, typeof(PresetBehavior));
}
//Adds global effects
for (int i = 0; i < data.globalAppearancePresets.Length; i++)
{
TryAddingPresetToDictionary(ref appearancesData, data.globalAppearancePresets[i].effectTag, typeof(PresetAppearance));
}
#endregion
#region Custom Actions
if (data.customActions != null && data.customActions.Length > 0)
{
for (int i = 0; i < data.customActions.Length; i++)
{
if (data.customActions[i].Length <= 0)
{
Debug.LogError($"TextAnimator: Custom action {i} has an empty tag!");
continue;
}
if (globalCustomActions.Contains(data.customActions[i]))
{
Debug.LogError($"TextAnimator: Custom feature with tag '{data.customActions[i]}' is already present, it won't be added to the database.");
continue;
}
globalCustomActions.Add(data.customActions[i]);
}
}
#endregion
}
}
internal static bool TryGetGlobalPresetBehavior(string tag, out PresetBehaviorValues result)
{
if (!hasData) //avoids searching if data is null
{
result = default;
return false;
}
return GetPresetFromArray(tag, data.globalBehaviorPresets, out result);
}
internal static bool TryGetGlobalPresetAppearance(string tag, out PresetAppearanceValues result)
{
if (!hasData) //avoids searching if data is null
{
result = default;
return false;
}
return GetPresetFromArray(tag, data.globalAppearancePresets, out result);
}
internal static bool GetPresetFromArray<T>(string tag, T[] presets, out T result) where T : PresetBaseValues
{
if (presets.Length > 0)
{
for (int i = 0; i < presets.Length; i++)
{
if (tag.Equals(presets[i].effectTag))
{
result = presets[i];
return true;
}
}
}
result = default;
return false;
}
internal static bool IsDefaultAction(string tag)
{
if (globalDefaultActions.Count > 0 && globalDefaultActions.Contains(tag))
{
return true;
}
return false;
}
internal static bool IsCustomAction(string tag)
{
if (globalCustomActions.Count > 0 && globalCustomActions.Contains(tag))
{
return true;
}
return false;
}
internal static bool TryGetGlobalBehaviorFromTag(string effectTag, string entireRichTextTag, out BehaviorBase effectClass)
{
return TryGetEffectClassFromTag<BehaviorBase>(behaviorsData, effectTag, entireRichTextTag, out effectClass);
}
internal static bool TryGetGlobalAppearanceFromTag(string effectTag, string entireRichTextTag, out AppearanceBase effectClass)
{
return TryGetEffectClassFromTag(appearancesData, effectTag, entireRichTextTag, out effectClass);
}
internal static bool TryGetEffectClassFromTag<T>(Dictionary<string, Type> dictionary, string effectTag, string entireRichTextTag, out T effectClass) where T : EffectsBase
{
if (dictionary.ContainsKey(effectTag))
{
effectClass = Activator.CreateInstance(dictionary[effectTag]) as T;
effectClass._Initialize(effectTag, entireRichTextTag);
return true;
}
effectClass = default;
return false;
}
internal static void TryAddingPresetToDictionary(ref Dictionary<string, Type> database, string tag, Type type)
{
if (string.IsNullOrEmpty(tag))
{
Debug.LogWarning($"TextAnimator: Preset has a null or empty tag '{tag}'");
return;
}
if (!TextUtilities.IsTagLongEnough(tag))
{
Debug.LogWarning($"TextAnimator: Preset has tag '{tag}' shorter than three characters.");
return;
}
if (database.ContainsKey(tag))
{
Debug.LogWarning($"TextAnimator: A Preset has tag '{tag}' that's already present, it won't be added to the database.");
return;
}
database.Add(tag, type);
}
#endregion
}
}

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using UnityEngine;
using TagFormatting = Febucci.UI.Core.TAnimBuilder.TagFormatting;
namespace Febucci.UI.Core
{
/// <summary>
/// Stores TextAnimator's global data, shared in all your project (eg. Global Behaviors and Appearances).<br/>
/// Must be placed inside the Resources Path <see cref="resourcesPath"/><br/>
/// - Manual: <see href="https://www.febucci.com/text-animator-unity/docs/creating-effects-in-the-inspector/#global-effects">Creating Global Effects</see>
/// </summary>
[System.Serializable]
[CreateAssetMenu(fileName = "TextAnimator GlobalData", menuName = "TextAnimator/Create Global Text Animator Data")]
public class TAnimGlobalDataScriptable : ScriptableObject
{
/// <summary>
/// Resources Path where the scriptable object must be stored
/// </summary>
public const string resourcesPath = "TextAnimator GlobalData";
[SerializeField]
internal PresetBehaviorValues[] globalBehaviorPresets = new PresetBehaviorValues[0];
[SerializeField]
internal PresetAppearanceValues[] globalAppearancePresets = new PresetAppearanceValues[0];
[SerializeField]
internal string[] customActions = new string[0];
[SerializeField] internal bool customTagsFormatting = false;
[SerializeField] internal TagFormatting tagInfo_behaviors = new TagFormatting('<', '>');
[SerializeField] internal TagFormatting tagInfo_appearances = new TagFormatting('{', '}');
}
}

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