91 lines
2.9 KiB
C#
91 lines
2.9 KiB
C#
namespace Mapbox.Examples
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{
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// Text mesh outline. Script source: https://answers.unity.com/questions/542646/3d-text-strokeoutline.html
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/// </summary>
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public class TextMeshOutline : MonoBehaviour
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{
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public float pixelSize = 1;
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public Color outlineColor = Color.black;
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public bool resolutionDependant = false;
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public int doubleResolution = 1024;
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private TextMesh textMesh;
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private MeshRenderer meshRenderer;
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void Start()
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{
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textMesh = GetComponent<TextMesh>();
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meshRenderer = GetComponent<MeshRenderer>();
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for (int i = 0; i < 8; i++)
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{
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GameObject outline = new GameObject("outline", typeof(TextMesh));
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outline.transform.parent = transform;
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outline.transform.localScale = new Vector3(1, 1, 1);
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MeshRenderer otherMeshRenderer = outline.GetComponent<MeshRenderer>();
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otherMeshRenderer.material = new Material(meshRenderer.material);
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otherMeshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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otherMeshRenderer.receiveShadows = false;
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otherMeshRenderer.sortingLayerID = meshRenderer.sortingLayerID;
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otherMeshRenderer.sortingLayerName = meshRenderer.sortingLayerName;
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}
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}
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void LateUpdate()
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{
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Vector3 screenPoint = Camera.main.WorldToScreenPoint(transform.position);
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outlineColor.a = textMesh.color.a * textMesh.color.a;
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// copy attributes
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for (int i = 0; i < transform.childCount; i++)
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{
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TextMesh other = transform.GetChild(i).GetComponent<TextMesh>();
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other.color = outlineColor;
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other.text = textMesh.text;
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other.alignment = textMesh.alignment;
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other.anchor = textMesh.anchor;
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other.characterSize = textMesh.characterSize;
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other.font = textMesh.font;
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other.fontSize = textMesh.fontSize;
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other.fontStyle = textMesh.fontStyle;
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other.richText = textMesh.richText;
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other.tabSize = textMesh.tabSize;
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other.lineSpacing = textMesh.lineSpacing;
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other.offsetZ = textMesh.offsetZ;
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bool doublePixel = resolutionDependant && (Screen.width > doubleResolution || Screen.height > doubleResolution);
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Vector3 pixelOffset = GetOffset(i) * (doublePixel ? 2.0f * pixelSize : pixelSize);
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Vector3 worldPoint = Camera.main.ScreenToWorldPoint(screenPoint + pixelOffset);
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other.transform.position = worldPoint;
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MeshRenderer otherMeshRenderer = transform.GetChild(i).GetComponent<MeshRenderer>();
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otherMeshRenderer.sortingLayerID = meshRenderer.sortingLayerID;
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otherMeshRenderer.sortingLayerName = meshRenderer.sortingLayerName;
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}
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}
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Vector3 GetOffset(int i)
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{
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switch (i % 8)
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{
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case 0: return new Vector3(0, 1, 0);
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case 1: return new Vector3(1, 1, 0);
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case 2: return new Vector3(1, 0, 0);
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case 3: return new Vector3(1, -1, 0);
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case 4: return new Vector3(0, -1, 0);
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case 5: return new Vector3(-1, -1, 0);
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case 6: return new Vector3(-1, 0, 0);
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case 7: return new Vector3(-1, 1, 0);
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default: return Vector3.zero;
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}
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}
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}
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} |