| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037 | // Author: Daniele Giardini - http://www.demigiant.com// Created: 2015/03/27 19:02// // License Copyright (c) Daniele Giardini.// This work is subject to the terms at http://dotween.demigiant.com/license.php#if true // MODULE_MARKERusing System;using System.Globalization;using System.Collections.Generic;using DG.Tweening.Core;using DG.Tweening.Plugins.Options;using UnityEngine;using TMPro;using Object = UnityEngine.Object;namespace DG.Tweening{    public enum TMPSkewSpanMode    {        /// <summary>Applies the skew as-is (like normal skew works): the longer the text-span the higher the last character will be</summary>        Default,        /// <summary>Applies the skew scaled by the size of the text-span: the max skew/displacement will be the given skew factor</summary>        AsMaxSkewFactor    }    /// <summary>    /// Methods that extend TMP_Text objects and allow to directly create and control tweens from their instances.    /// </summary>    public static class ShortcutExtensionsTMPText    {        #region Colors        /// <summary>Tweens a TextMeshPro's color to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOColor(this TMP_Text target, Color endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro's faceColor to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOFaceColor(this TMP_Text target, Color32 endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.faceColor, x => target.faceColor = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro's outlineColor to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOOutlineColor(this TMP_Text target, Color32 endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.outlineColor, x => target.outlineColor = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro's glow color to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="useSharedMaterial">If TRUE will use the fontSharedMaterial instead than the fontMaterial</param>        public static TweenerCore<Color, Color, ColorOptions> DOGlowColor(this TMP_Text target, Color endValue, float duration, bool useSharedMaterial = false)        {            TweenerCore<Color, Color, ColorOptions> t = useSharedMaterial                ? target.fontSharedMaterial.DOColor(endValue, "_GlowColor", duration)                : target.fontMaterial.DOColor(endValue, "_GlowColor", duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro's alpha color to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOFade(this TMP_Text target, float endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro faceColor's alpha to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Color, Color, ColorOptions> DOFaceFade(this TMP_Text target, float endValue, float duration)        {            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.faceColor, x => target.faceColor = x, endValue, duration);            t.SetTarget(target);            return t;        }        #endregion        #region Other        /// <summary>Tweens a TextMeshPro's scale to the given value (using correct uniform scale as TMP requires).        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<Vector3, Vector3, VectorOptions> DOScale(this TMP_Text target, float endValue, float duration)        {            Transform trans = target.transform;            Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => trans.localScale, x => trans.localScale = x, endValueV3, duration);            t.SetTarget(target);            return t;        }        /// <summary>        /// Tweens a TextMeshPro's text from one integer to another, with options for thousands separators        /// </summary>        /// <param name="fromValue">The value to start from</param>        /// <param name="endValue">The end value to reach</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param>        /// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param>        public static TweenerCore<int, int, NoOptions> DOCounter(            this TMP_Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null        ){            int v = fromValue;            CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture;            TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => {                v = x;                target.text = addThousandsSeparator                    ? v.ToString("N0", cInfo)                    : v.ToString();            }, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro's fontSize to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<float, float, FloatOptions> DOFontSize(this TMP_Text target, float endValue, float duration)        {            TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fontSize, x => target.fontSize = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro's maxVisibleCharacters to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public static TweenerCore<int, int, NoOptions> DOMaxVisibleCharacters(this TMP_Text target, int endValue, float duration)        {            TweenerCore<int, int, NoOptions> t = DOTween.To(() => target.maxVisibleCharacters, x => target.maxVisibleCharacters = x, endValue, duration);            t.SetTarget(target);            return t;        }        /// <summary>Tweens a TextMeshPro's text to the given value.        /// Also stores the TextMeshPro as the tween's target so it can be used for filtered operations</summary>        /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param>        /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated,        /// otherwise all tags will be considered as normal text</param>        /// <param name="scrambleMode">The type of scramble mode to use, if any</param>        /// <param name="scrambleChars">A string containing the characters to use for scrambling.        /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters.        /// Leave it to NULL (default) to use default ones</param>        public static TweenerCore<string, string, StringOptions> DOText(this TMP_Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null)        {            TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration);            t.SetOptions(richTextEnabled, scrambleMode, scrambleChars)                .SetTarget(target);            return t;        }        #endregion    }    #region DOTweenTMPAnimator    // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████    // ███ CLASS ███████████████████████████████████████████████████████████████████████████████████████████████████████████    // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████    /// <summary>    /// Wrapper for <see cref="TMP_Text"/> objects that enables per-character tweening    /// (you don't need this if instead you want to animate the whole text object).    /// It also contains various handy methods to simply deform text without animating it ;)    /// <para><code>EXAMPLE:<para/>    /// DOTweenTMPAnimator animator = new DOTweenTMPAnimator(myTextMeshProTextField);<para/>    /// Tween tween = animator.DOCharScale(characterIndex, scaleValue, duration);    /// </code></para>    /// </summary>    public class DOTweenTMPAnimator : IDisposable    {        static readonly Dictionary<TMP_Text,DOTweenTMPAnimator> _targetToAnimator = new Dictionary<TMP_Text,DOTweenTMPAnimator>();        /// <summary><see cref="TMP_Text"/> that this animator is linked to</summary>        public TMP_Text target { get; private set; }        public TMP_TextInfo textInfo { get; private set; }        readonly List<CharTransform> _charTransforms = new List<CharTransform>();        TMP_MeshInfo[] _cachedMeshInfos;        bool _ignoreTextChangedEvent;        /// <summary>        /// Creates a new instance of the <see cref="DOTweenTMPAnimator"/>, which is necessary to animate <see cref="TMP_Text"/> by single characters.<para/>        /// If a <see cref="DOTweenTMPAnimator"/> already exists for the same <see cref="TMP_Text"/> object it will be disposed        /// (but not its tweens, those you will have to kill manually).        /// If you want to animate the whole text object you don't need this, and you can use direct <see cref="TMP_Text"/> DO shortcuts instead.<para/>        /// IMPORTANT: the <see cref="TMP_Text"/> target must have been enabled/activated at least once before you can use it with this        /// </summary>        /// <param name="target">The <see cref="TMP_Text"/> that will be linked to this animator</param>        public DOTweenTMPAnimator(TMP_Text target)        {            if (target == null) {                Debugger.LogError("DOTweenTMPAnimator target can't be null");                return;            }            if (!target.gameObject.activeInHierarchy) {                Debugger.LogError("You can't create a DOTweenTMPAnimator if its target is disabled");                return;            }            // Verify that there's no other animators for the same target, and in case dispose them            if (_targetToAnimator.ContainsKey(target)) {                if (Debugger.logPriority >= 2) {                    Debugger.Log(string.Format(                        "A DOTweenTMPAnimator for \"{0}\" already exists: disposing it because you can't have more than one DOTweenTMPAnimator" +                        " for the same TextMesh Pro object. If you have tweens running on the disposed DOTweenTMPAnimator you should kill them manually",                        target                    ));                }                _targetToAnimator[target].Dispose();                _targetToAnimator.Remove(target);            }            //            this.target = target;            _targetToAnimator.Add(target, this);            Refresh();            // Listeners            TMPro_EventManager.TEXT_CHANGED_EVENT.Add(OnTextChanged);        }        /// <summary>        /// If a <see cref="DOTweenTMPAnimator"/> instance exists for the given target disposes it        /// </summary>        public static void DisposeInstanceFor(TMP_Text target)        {            if (!_targetToAnimator.ContainsKey(target)) return;            _targetToAnimator[target].Dispose();            _targetToAnimator.Remove(target);        }        /// <summary>        /// Clears and disposes of this object        /// </summary>        public void Dispose()        {            target = null;            _charTransforms.Clear();            textInfo = null;            _cachedMeshInfos = null;            TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(OnTextChanged);        }        /// <summary>        /// Refreshes the animator text data and resets all transformation data. Call this after you change the target <see cref="TMP_Text"/>        /// </summary>        public void Refresh()        {            _ignoreTextChangedEvent = true;            target.ForceMeshUpdate(true);            textInfo = target.textInfo;            _cachedMeshInfos = textInfo.CopyMeshInfoVertexData();            int totChars = textInfo.characterCount;            int totCurrent = _charTransforms.Count;            if (totCurrent > totChars) {                _charTransforms.RemoveRange(totChars, totCurrent - totChars);                totCurrent = totChars;            }            for (int i = 0; i < totCurrent; ++i) {                CharTransform c = _charTransforms[i];                c.ResetTransformationData();                c.Refresh(textInfo, _cachedMeshInfos);                _charTransforms[i] = c;            }            for (int i = totCurrent; i < totChars; ++i) _charTransforms.Add(new CharTransform(i, textInfo, _cachedMeshInfos));            _ignoreTextChangedEvent = false;        }        /// <summary>        /// Resets all deformations        /// </summary>        public void Reset()        {            int totCurrent = _charTransforms.Count;            for (int i = 0; i < totCurrent; ++i) _charTransforms[i].ResetAll(target, textInfo.meshInfo, _cachedMeshInfos);        }        void OnTextChanged(Object obj)        {            if (_ignoreTextChangedEvent || target == null || obj != target) return;            Refresh();        }        bool ValidateChar(int charIndex, bool isTween = true)        {            if (textInfo.characterCount <= charIndex) {                Debugger.LogError(string.Format("CharIndex {0} doesn't exist", charIndex));                return false;            }            if (!textInfo.characterInfo[charIndex].isVisible) {                if (Debugger.logPriority > 1) {                    if (isTween) {                        Debugger.Log(string.Format(                            "CharIndex {0} isn't visible, ignoring it and returning an empty tween (TextMesh Pro will behave weirdly if invisible chars are included in the animation)",                            charIndex                        ));                    } else {                        Debugger.Log(string.Format("CharIndex {0} isn't visible, ignoring it", charIndex));                    }                }                return false;            }            return true;        }        bool ValidateSpan(int fromCharIndex, int toCharIndex, out int firstVisibleCharIndex, out int lastVisibleCharIndex)        {            firstVisibleCharIndex = -1; // First visible/existing charIndex from given index            lastVisibleCharIndex = -1; // Last visible/existing charIndex backwards from given index            int charCount = textInfo.characterCount;            if (fromCharIndex >= charCount) return false;            if (toCharIndex >= charCount) toCharIndex = charCount - 1;            for (int i = fromCharIndex; i < toCharIndex + 1; ++i) {                if (!_charTransforms[i].isVisible) continue;                firstVisibleCharIndex = i;                break;            }            if (firstVisibleCharIndex == -1) return false;            for (int i = toCharIndex; i > firstVisibleCharIndex - 1; --i) {                if (!_charTransforms[i].isVisible) continue;                lastVisibleCharIndex = i;                break;            }            if (lastVisibleCharIndex == -1) return false;            return true;        }        #region Word Setters        /// <summary>        /// Skews a span of characters uniformly (like normal skew works in graphic applications)        /// </summary>        /// <param name="fromCharIndex">First char index of the span to skew</param>        /// <param name="toCharIndex">Last char index of the span to skew</param>        /// <param name="skewFactor">Skew factor</param>        /// <param name="skewTop">If TRUE skews the top side of the span, otherwise the bottom one</param>        public void SkewSpanX(int fromCharIndex, int toCharIndex, float skewFactor, bool skewTop = true)        {            int firstVisibleCharIndex, lastVisibleCharIndex;            if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return;            for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) {                if (!_charTransforms[i].isVisible) continue;                CharVertices v = _charTransforms[i].GetVertices();                float skew = SkewCharX(i, skewFactor, skewTop);            }        }        /// <summary>        /// Skews a span of characters uniformly (like normal skew works in graphic applications)        /// </summary>        /// <param name="fromCharIndex">First char index of the span to skew</param>        /// <param name="toCharIndex">Last char index of the span to skew</param>        /// <param name="skewFactor">Skew factor</param>        /// <param name="mode">Skew mode</param>        /// <param name="skewRight">If TRUE skews the right side of the span, otherwise the left one</param>        public void SkewSpanY(            int fromCharIndex, int toCharIndex, float skewFactor,            TMPSkewSpanMode mode = TMPSkewSpanMode.Default, bool skewRight = true        ){            int firstVisibleCharIndex, lastVisibleCharIndex;            if (!ValidateSpan(fromCharIndex, toCharIndex, out firstVisibleCharIndex, out lastVisibleCharIndex)) return;            if (mode == TMPSkewSpanMode.AsMaxSkewFactor) {                CharVertices firstVisibleCharVertices = _charTransforms[firstVisibleCharIndex].GetVertices();                CharVertices lastVisibleCharVertices = _charTransforms[lastVisibleCharIndex].GetVertices();                float spanW = Mathf.Abs(lastVisibleCharVertices.bottomRight.x - firstVisibleCharVertices.bottomLeft.x);                float spanH = Mathf.Abs(lastVisibleCharVertices.topRight.y - lastVisibleCharVertices.bottomRight.y);                float ratio = spanH / spanW;                skewFactor *= ratio;            }            float offsetY = 0;            CharVertices prevCharVertices = new CharVertices();            float prevCharSkew = 0;            if (skewRight) {                for (int i = firstVisibleCharIndex; i < lastVisibleCharIndex + 1; ++i) {                    if (!_charTransforms[i].isVisible) continue;                    CharVertices v = _charTransforms[i].GetVertices();                    float skew = SkewCharY(i, skewFactor, skewRight);                    if (i > firstVisibleCharIndex) {                        float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x);                        float charsDist = Mathf.Abs(v.bottomLeft.x - prevCharVertices.bottomRight.x);                        offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW;                        SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0));                    }                    prevCharVertices = v;                    prevCharSkew = skew;                }            } else {                for (int i = lastVisibleCharIndex; i > firstVisibleCharIndex - 1; --i) {                    if (!_charTransforms[i].isVisible) continue;                    CharVertices v = _charTransforms[i].GetVertices();                    float skew = SkewCharY(i, skewFactor, skewRight);                    if (i < lastVisibleCharIndex) {                        float prevCharW = Mathf.Abs(prevCharVertices.bottomLeft.x - prevCharVertices.bottomRight.x);                        float charsDist = Mathf.Abs(v.bottomRight.x - prevCharVertices.bottomLeft.x);                        offsetY += prevCharSkew + (prevCharSkew * charsDist) / prevCharW;                        SetCharOffset(i, new Vector3(0, _charTransforms[i].offset.y + offsetY, 0));                    }                    prevCharVertices = v;                    prevCharSkew = skew;                }            }        }        #endregion        #region Char Getters        /// <summary>        /// Returns the current color of the given character, if it exists and is visible.        /// </summary>        /// <param name="charIndex">Character index</param>        public Color GetCharColor(int charIndex)        {            if (!ValidateChar(charIndex)) return Color.white;            return _charTransforms[charIndex].GetColor(textInfo.meshInfo);        }        /// <summary>        /// Returns the current offset of the given character, if it exists and is visible.        /// </summary>        /// <param name="charIndex">Character index</param>        public Vector3 GetCharOffset(int charIndex)        {            if (!ValidateChar(charIndex)) return Vector3.zero;            return _charTransforms[charIndex].offset;        }        /// <summary>        /// Returns the current rotation of the given character, if it exists and is visible.        /// </summary>        /// <param name="charIndex">Character index</param>        public Vector3 GetCharRotation(int charIndex)        {            if (!ValidateChar(charIndex)) return Vector3.zero;            return _charTransforms[charIndex].rotation.eulerAngles;        }        /// <summary>        /// Returns the current scale of the given character, if it exists and is visible.        /// </summary>        /// <param name="charIndex">Character index</param>        public Vector3 GetCharScale(int charIndex)        {            if (!ValidateChar(charIndex)) return Vector3.zero;            return _charTransforms[charIndex].scale;        }        #endregion        #region Char Setters        /// <summary>        /// Immediately sets the color of the given character.        /// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible        /// </summary>        /// <param name="charIndex">Character index</param>        /// <param name="color">Color to set</param>        public void SetCharColor(int charIndex, Color32 color)        {            if (!ValidateChar(charIndex)) return;            CharTransform c = _charTransforms[charIndex];            c.UpdateColor(target, color, textInfo.meshInfo);            _charTransforms[charIndex] = c;        }        /// <summary>        /// Immediately sets the offset of the given character.        /// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible        /// </summary>        /// <param name="charIndex">Character index</param>        /// <param name="offset">Offset to set</param>        public void SetCharOffset(int charIndex, Vector3 offset)        {            if (!ValidateChar(charIndex)) return;            CharTransform c = _charTransforms[charIndex];            c.UpdateGeometry(target, offset, c.rotation, c.scale, _cachedMeshInfos);            _charTransforms[charIndex] = c;        }        /// <summary>        /// Immediately sets the rotation of the given character.        /// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible        /// </summary>        /// <param name="charIndex">Character index</param>        /// <param name="rotation">Rotation to set</param>        public void SetCharRotation(int charIndex, Vector3 rotation)        {            if (!ValidateChar(charIndex)) return;            CharTransform c = _charTransforms[charIndex];            c.UpdateGeometry(target, c.offset, Quaternion.Euler(rotation), c.scale, _cachedMeshInfos);            _charTransforms[charIndex] = c;        }        /// <summary>        /// Immediately sets the scale of the given character.        /// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible        /// </summary>        /// <param name="charIndex">Character index</param>        /// <param name="scale">Scale to set</param>        public void SetCharScale(int charIndex, Vector3 scale)        {            if (!ValidateChar(charIndex)) return;            CharTransform c = _charTransforms[charIndex];            c.UpdateGeometry(target, c.offset, c.rotation, scale, _cachedMeshInfos);            _charTransforms[charIndex] = c;        }        /// <summary>        /// Immediately shifts the vertices of the given character by the given factor.        /// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible        /// </summary>        /// <param name="charIndex">Character index</param>        /// <param name="topLeftShift">Top left offset</param>        /// <param name="topRightShift">Top right offset</param>        /// <param name="bottomLeftShift">Bottom left offset</param>        /// <param name="bottomRightShift">Bottom right offset</param>        public void ShiftCharVertices(int charIndex, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift)        {            if (!ValidateChar(charIndex)) return;            CharTransform c = _charTransforms[charIndex];            c.ShiftVertices(target, topLeftShift, topRightShift, bottomLeftShift, bottomRightShift);            _charTransforms[charIndex] = c;        }        /// <summary>        /// Skews the given character horizontally along the X axis and returns the skew amount applied (based on the character's size)        /// </summary>        /// <param name="charIndex">Character index</param>        /// <param name="skewFactor">skew amount</param>        /// <param name="skewTop">If TRUE skews the top side of the character, otherwise the bottom one</param>        public float SkewCharX(int charIndex, float skewFactor, bool skewTop = true)        {            if (!ValidateChar(charIndex)) return 0;            Vector3 skewV = new Vector3(skewFactor, 0, 0);            CharTransform c = _charTransforms[charIndex];            if (skewTop) c.ShiftVertices(target, skewV, skewV, Vector3.zero, Vector3.zero);            else c.ShiftVertices(target, Vector3.zero, Vector3.zero, skewV, skewV);            _charTransforms[charIndex] = c;            return skewFactor;        }        /// <summary>        /// Skews the given character vertically along the Y axis and returns the skew amount applied (based on the character's size)        /// </summary>        /// <param name="charIndex">Character index</param>        /// <param name="skewFactor">skew amount</param>        /// <param name="skewRight">If TRUE skews the right side of the character, otherwise the left one</param>        /// <param name="fixedSkew">If TRUE applies exactly the given <see cref="skewFactor"/>,        /// otherwise modifies it based on the aspectRation of the character</param>        public float SkewCharY(int charIndex, float skewFactor, bool skewRight = true, bool fixedSkew = false)        {            if (!ValidateChar(charIndex)) return 0;            float skew = fixedSkew ? skewFactor : skewFactor * textInfo.characterInfo[charIndex].aspectRatio;            Vector3 skewV = new Vector3(0, skew, 0);            CharTransform c = _charTransforms[charIndex];            if (skewRight) c.ShiftVertices(target, Vector3.zero, skewV, Vector3.zero, skewV);            else c.ShiftVertices(target, skewV, Vector3.zero, skewV, Vector3.zero);            _charTransforms[charIndex] = c;            return skew;        }        /// <summary>        /// Resets the eventual vertices shift applied to the given character via <see cref="ShiftCharVertices"/>.        /// Will do nothing if the <see cref="charIndex"/> is invalid or the character isn't visible        /// </summary>        /// <param name="charIndex">Character index</param>        public void ResetVerticesShift(int charIndex)        {            if (!ValidateChar(charIndex)) return;            CharTransform c = _charTransforms[charIndex];            c.ResetVerticesShift(target);            _charTransforms[charIndex] = c;        }        #endregion        #region Char Tweens        /// <summary>Tweens a character's alpha to the given value and returns the <see cref="Tween"/>.        /// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public TweenerCore<Color, Color, ColorOptions> DOFadeChar(int charIndex, float endValue, float duration)        {            if (!ValidateChar(charIndex)) return null;            TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => {                _charTransforms[charIndex].UpdateAlpha(target, x, textInfo.meshInfo);            }, endValue, duration);            return t;        }        /// <summary>Tweens a character's color to the given value and returns the <see cref="Tween"/>.        /// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public TweenerCore<Color, Color, ColorOptions> DOColorChar(int charIndex, Color endValue, float duration)        {            if (!ValidateChar(charIndex)) return null;            TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => _charTransforms[charIndex].GetColor(textInfo.meshInfo), x => {                _charTransforms[charIndex].UpdateColor(target, x, textInfo.meshInfo);            }, endValue, duration);            return t;        }        /// <summary>Tweens a character's offset to the given value and returns the <see cref="Tween"/>.        /// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public TweenerCore<Vector3, Vector3, VectorOptions> DOOffsetChar(int charIndex, Vector3 endValue, float duration)        {            if (!ValidateChar(charIndex)) return null;            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => _charTransforms[charIndex].offset, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, endValue, duration);            return t;        }        /// <summary>Tweens a character's rotation to the given value and returns the <see cref="Tween"/>.        /// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        /// <param name="mode">Rotation mode</param>        public TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotateChar(int charIndex, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast)        {            if (!ValidateChar(charIndex)) return null;            TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => _charTransforms[charIndex].rotation, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, charT.offset, x, charT.scale, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, endValue, duration);            t.plugOptions.rotateMode = mode;            return t;        }        /// <summary>Tweens a character's scale to the given value and returns the <see cref="Tween"/>.        /// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public TweenerCore<Vector3, Vector3, VectorOptions> DOScaleChar(int charIndex, float endValue, float duration)        {            return DOScaleChar(charIndex, new Vector3(endValue, endValue, endValue), duration);        }        /// <summary>Tweens a character's color to the given value and returns the <see cref="Tween"/>.        /// Will return NULL if the <see cref="charIndex"/> is invalid or the character isn't visible.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param>        public TweenerCore<Vector3, Vector3, VectorOptions> DOScaleChar(int charIndex, Vector3 endValue, float duration)        {            if (!ValidateChar(charIndex)) return null;            TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => _charTransforms[charIndex].scale, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, endValue, duration);            return t;        }        /// <summary>Punches a character's offset towards the given direction and then back to the starting one        /// as if it was connected to the starting position via an elastic.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="punch">The punch strength</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="vibrato">Indicates how much will the punch vibrate per second</param>        /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.        /// 1 creates a full oscillation between the punch offset and the opposite offset,        /// while 0 oscillates only between the punch offset and the start offset</param>        public Tweener DOPunchCharOffset(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)        {            if (!ValidateChar(charIndex)) return null;            if (duration <= 0) {                if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");                return null;            }            return DOTween.Punch(() => _charTransforms[charIndex].offset, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, punch, duration, vibrato, elasticity);        }        /// <summary>Punches a character's rotation towards the given direction and then back to the starting one        /// as if it was connected to the starting position via an elastic.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="punch">The punch strength</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="vibrato">Indicates how much will the punch vibrate per second</param>        /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.        /// 1 creates a full oscillation between the punch rotation and the opposite rotation,        /// while 0 oscillates only between the punch rotation and the start rotation</param>        public Tweener DOPunchCharRotation(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)        {            if (!ValidateChar(charIndex)) return null;            if (duration <= 0) {                if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");                return null;            }            return DOTween.Punch(() => _charTransforms[charIndex].rotation.eulerAngles, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, punch, duration, vibrato, elasticity);        }        /// <summary>Punches a character's scale towards the given direction and then back to the starting one        /// as if it was connected to the starting position via an elastic.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="punch">The punch strength (added to the character's current scale)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="vibrato">Indicates how much will the punch vibrate per second</param>        /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.        /// 1 creates a full oscillation between the punch scale and the opposite scale,        /// while 0 oscillates only between the punch scale and the start scale</param>        public Tweener DOPunchCharScale(int charIndex, float punch, float duration, int vibrato = 10, float elasticity = 1)        {            return DOPunchCharScale(charIndex, new Vector3(punch, punch, punch), duration, vibrato, elasticity);        }        /// <summary>Punches a character's scale towards the given direction and then back to the starting one        /// as if it was connected to the starting position via an elastic.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="punch">The punch strength (added to the character's current scale)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="vibrato">Indicates how much will the punch vibrate per second</param>        /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards.        /// 1 creates a full oscillation between the punch scale and the opposite scale,        /// while 0 oscillates only between the punch scale and the start scale</param>        public Tweener DOPunchCharScale(int charIndex, Vector3 punch, float duration, int vibrato = 10, float elasticity = 1)        {            if (!ValidateChar(charIndex)) return null;            if (duration <= 0) {                if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");                return null;            }            return DOTween.Punch(() => _charTransforms[charIndex].scale, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, punch, duration, vibrato, elasticity);        }        /// <summary>Shakes a character's offset with the given values.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="strength">The shake strength</param>        /// <param name="vibrato">Indicates how much will the shake vibrate</param>        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).         /// Setting it to 0 will shake along a single direction.</param>        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>        public Tweener DOShakeCharOffset(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)        {            return DOShakeCharOffset(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut);        }        /// <summary>Shakes a character's offset with the given values.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="strength">The shake strength</param>        /// <param name="vibrato">Indicates how much will the shake vibrate</param>        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).         /// Setting it to 0 will shake along a single direction.</param>        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>        public Tweener DOShakeCharOffset(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)        {            if (!ValidateChar(charIndex)) return null;            if (duration <= 0) {                if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");                return null;            }            return DOTween.Shake(() => _charTransforms[charIndex].offset, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, x, charT.rotation, charT.scale, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, duration, strength, vibrato, randomness, fadeOut);        }        /// <summary>Shakes a character's rotation with the given values.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="strength">The shake strength</param>        /// <param name="vibrato">Indicates how much will the shake vibrate</param>        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).         /// Setting it to 0 will shake along a single direction.</param>        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>        public Tweener DOShakeCharRotation(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)        {            if (!ValidateChar(charIndex)) return null;            if (duration <= 0) {                if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");                return null;            }            return DOTween.Shake(() => _charTransforms[charIndex].rotation.eulerAngles, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, charT.offset, Quaternion.Euler(x), charT.scale, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, duration, strength, vibrato, randomness, fadeOut);        }        /// <summary>Shakes a character's scale with the given values.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="strength">The shake strength</param>        /// <param name="vibrato">Indicates how much will the shake vibrate</param>        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).         /// Setting it to 0 will shake along a single direction.</param>        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>        public Tweener DOShakeCharScale(int charIndex, float duration, float strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)        {            return DOShakeCharScale(charIndex, duration, new Vector3(strength, strength, strength), vibrato, randomness, fadeOut);        }        /// <summary>Shakes a character's scale with the given values.</summary>        /// <param name="charIndex">The index of the character to tween (will throw an error if it doesn't exist)</param>        /// <param name="duration">The duration of the tween</param>        /// <param name="strength">The shake strength</param>        /// <param name="vibrato">Indicates how much will the shake vibrate</param>        /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware).         /// Setting it to 0 will shake along a single direction.</param>        /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param>        public Tweener DOShakeCharScale(int charIndex, float duration, Vector3 strength, int vibrato = 10, float randomness = 90, bool fadeOut = true)        {            if (!ValidateChar(charIndex)) return null;            if (duration <= 0) {                if (Debugger.logPriority > 0) Debug.LogWarning("Duration can't be 0, returning NULL without creating a tween");                return null;            }            return DOTween.Shake(() => _charTransforms[charIndex].scale, x => {                CharTransform charT = _charTransforms[charIndex];                charT.UpdateGeometry(target, charT.offset, charT.rotation, x, _cachedMeshInfos);                _charTransforms[charIndex] = charT;            }, duration, strength, vibrato, randomness, fadeOut);        }        #endregion        // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████        struct CharVertices        {            public Vector3 bottomLeft, topLeft, topRight, bottomRight;            public CharVertices(Vector3 bottomLeft, Vector3 topLeft, Vector3 topRight, Vector3 bottomRight)            {                this.bottomLeft = bottomLeft;                this.topLeft = topLeft;                this.topRight = topRight;                this.bottomRight = bottomRight;            }        }        // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████        // Vertices of each character are:        // 0 : bottom left, 1 : top left, 2 : top right, 3 : bottom right        struct CharTransform        {            public int charIndex;            public bool isVisible { get; private set; } // FALSE both if it's invisible or if it's a space            public Vector3 offset;            public Quaternion rotation;            public Vector3 scale;            Vector3 _topLeftShift, _topRightShift, _bottomLeftShift, _bottomRightShift;            Vector3 _charMidBaselineOffset;            int _matIndex, _firstVertexIndex;            TMP_MeshInfo _meshInfo;            public CharTransform(int charIndex, TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos) : this()            {                this.charIndex = charIndex;                offset = Vector3.zero;                rotation = Quaternion.identity;                scale = Vector3.one;                Refresh(textInfo, cachedMeshInfos);            }            public void Refresh(TMP_TextInfo textInfo, TMP_MeshInfo[] cachedMeshInfos)            {                TMP_CharacterInfo charInfo = textInfo.characterInfo[charIndex];                bool isSpaceChar = charInfo.character == ' ';                isVisible = charInfo.isVisible && !isSpaceChar;                _matIndex = charInfo.materialReferenceIndex;                _firstVertexIndex = charInfo.vertexIndex;                _meshInfo = textInfo.meshInfo[_matIndex];                Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;                _charMidBaselineOffset = isSpaceChar                    ? Vector3.zero                    : (cachedVertices[_firstVertexIndex] + cachedVertices[_firstVertexIndex + 2]) * 0.5f;            }            public void ResetAll(TMP_Text target, TMP_MeshInfo[] meshInfos, TMP_MeshInfo[] cachedMeshInfos)            {                ResetGeometry(target, cachedMeshInfos);                ResetColors(target, meshInfos);            }            public void ResetTransformationData()            {                offset = Vector3.zero;                rotation = Quaternion.identity;                scale = Vector3.one;                _topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero;            }            public void ResetGeometry(TMP_Text target, TMP_MeshInfo[] cachedMeshInfos)            {                ResetTransformationData();                Vector3[] destinationVertices = _meshInfo.vertices;                Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;                destinationVertices[_firstVertexIndex + 0] = cachedVertices[_firstVertexIndex + 0];                destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1];                destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2];                destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3];                _meshInfo.mesh.vertices = _meshInfo.vertices;                target.UpdateGeometry(_meshInfo.mesh, _matIndex);            }            public void ResetColors(TMP_Text target, TMP_MeshInfo[] meshInfos)            {                Color color = target.color;                Color32[] vertexCols = meshInfos[_matIndex].colors32;                vertexCols[_firstVertexIndex] = color;                vertexCols[_firstVertexIndex + 1] = color;                vertexCols[_firstVertexIndex + 2] = color;                vertexCols[_firstVertexIndex + 3] = color;                target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);            }            public Color32 GetColor(TMP_MeshInfo[] meshInfos)            {                return meshInfos[_matIndex].colors32[_firstVertexIndex];            }            public CharVertices GetVertices()            {                return new CharVertices(                    _meshInfo.vertices[_firstVertexIndex], _meshInfo.vertices[_firstVertexIndex + 1],                    _meshInfo.vertices[_firstVertexIndex + 2], _meshInfo.vertices[_firstVertexIndex + 3]                );            }            public void UpdateAlpha(TMP_Text target, Color alphaColor, TMP_MeshInfo[] meshInfos, bool apply = true)            {                byte alphaByte = (byte)(alphaColor.a * 255);                Color32[] vertexCols = meshInfos[_matIndex].colors32;                vertexCols[_firstVertexIndex].a = alphaByte;                vertexCols[_firstVertexIndex + 1].a = alphaByte;                vertexCols[_firstVertexIndex + 2].a = alphaByte;                vertexCols[_firstVertexIndex + 3].a = alphaByte;                if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);            }            public void UpdateColor(TMP_Text target, Color32 color, TMP_MeshInfo[] meshInfos, bool apply = true)            {                Color32[] vertexCols = meshInfos[_matIndex].colors32;                vertexCols[_firstVertexIndex] = color;                vertexCols[_firstVertexIndex + 1] = color;                vertexCols[_firstVertexIndex + 2] = color;                vertexCols[_firstVertexIndex + 3] = color;                if (apply) target.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32);            }            public void UpdateGeometry(TMP_Text target, Vector3 offset, Quaternion rotation, Vector3 scale, TMP_MeshInfo[] cachedMeshInfos, bool apply = true)            {                this.offset = offset;                this.rotation = rotation;                this.scale = scale;                if (!apply) return;                Vector3[] destinationVertices = _meshInfo.vertices;                Vector3[] cachedVertices = cachedMeshInfos[_matIndex].vertices;                destinationVertices[_firstVertexIndex] = cachedVertices[_firstVertexIndex + 0] - _charMidBaselineOffset;                destinationVertices[_firstVertexIndex + 1] = cachedVertices[_firstVertexIndex + 1] - _charMidBaselineOffset;                destinationVertices[_firstVertexIndex + 2] = cachedVertices[_firstVertexIndex + 2] - _charMidBaselineOffset;                destinationVertices[_firstVertexIndex + 3] = cachedVertices[_firstVertexIndex + 3] - _charMidBaselineOffset;                Matrix4x4 matrix = Matrix4x4.TRS(this.offset, this.rotation, this.scale);                destinationVertices[_firstVertexIndex]                    = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 0]) + _charMidBaselineOffset + _bottomLeftShift;                destinationVertices[_firstVertexIndex + 1]                    = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 1]) + _charMidBaselineOffset + _topLeftShift;                destinationVertices[_firstVertexIndex + 2]                    = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 2]) + _charMidBaselineOffset + _topRightShift;                destinationVertices[_firstVertexIndex + 3]                    = matrix.MultiplyPoint3x4(destinationVertices[_firstVertexIndex + 3]) + _charMidBaselineOffset + _bottomRightShift;                _meshInfo.mesh.vertices = _meshInfo.vertices;                target.UpdateGeometry(_meshInfo.mesh, _matIndex);            }            public void ShiftVertices(TMP_Text target, Vector3 topLeftShift, Vector3 topRightShift, Vector3 bottomLeftShift, Vector3 bottomRightShift)            {                _topLeftShift += topLeftShift;                _topRightShift += topRightShift;                _bottomLeftShift += bottomLeftShift;                _bottomRightShift += bottomRightShift;                Vector3[] destinationVertices = _meshInfo.vertices;                destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] + _bottomLeftShift;                destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] + _topLeftShift;                destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] + _topRightShift;                destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] + _bottomRightShift;                _meshInfo.mesh.vertices = _meshInfo.vertices;                target.UpdateGeometry(_meshInfo.mesh, _matIndex);            }            public void ResetVerticesShift(TMP_Text target)            {                Vector3[] destinationVertices = _meshInfo.vertices;                destinationVertices[_firstVertexIndex] = destinationVertices[_firstVertexIndex] - _bottomLeftShift;                destinationVertices[_firstVertexIndex + 1] = destinationVertices[_firstVertexIndex + 1] - _topLeftShift;                destinationVertices[_firstVertexIndex + 2] = destinationVertices[_firstVertexIndex + 2] - _topRightShift;                destinationVertices[_firstVertexIndex + 3] = destinationVertices[_firstVertexIndex + 3] - _bottomRightShift;                _meshInfo.mesh.vertices = _meshInfo.vertices;                target.UpdateGeometry(_meshInfo.mesh, _matIndex);                _topLeftShift = _topRightShift = _bottomLeftShift = _bottomRightShift = Vector3.zero;            }        }    }    #endregion}#endif
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