NGUI中打字效果TypewriterEffect的一个BUG

项目中使用NGUI时用到了打字效果,NGUI自带有这样的脚本,效果还是不错的。按要求设置,一切正常。

但是脚本的使用并不是用完就OK,可能会有多次使用,每次都要求这种效果,也就是同一个脚本,多次使用。一般来说,只要下次使用前reset恢复到原始参数就行了。

但是问题来了,运行第一次是正常的,后面老是莫名其妙的没打字效果,api方面能用的函数就ResetToBeginning和Finish两个函数,看源码Finish不是,那就是ResetToBeginning的问题了,可能有写东西没重置成功。

断点,代码正常执行,断点查看打字效果也是有的。

再次查看,发现问题,每帧运行都更改了字符长度,难道是打字速度问题。调整参数,无效。

再次断点,两个判断条件 (mCurrentOffset < mFullText.Length && mNextChar <= RealTime.time),
第一个成立很正常,问题就只能出现在第二个条件了,mNextChar <= RealTime.time,第一遍正常,后面有问题,断点查看mNextChar 的参数很容易查出mNextChar 没有在reset是重置。

问题找出来了,解决办法就是在update的重置区里面加上对应的重置语句就行了。mNextChar = 0;

完整代码

//----------------------------------------------
//            NGUI: Next-Gen UI kit
// Copyright © 2011-2014 Tasharen Entertainment
//----------------------------------------------

using UnityEngine;
using System.Text;
using System.Collections.Generic;

/// <summary>
/// This script is able to fill in the label's text gradually, giving the effect of someone typing or fading in the content over time.
/// </summary>

[RequireComponent(typeof(UILabel))]
[AddComponentMenu("NGUI/Interaction/Typewriter Effect")]
public class TypewriterEffect : MonoBehaviour
{
    static public TypewriterEffect current;

    struct FadeEntry
    {
        public int index;
        public string text;
        public float alpha;
    }

    /// <summary>
    /// How many characters will be printed per second.
    /// </summary>

    public int charsPerSecond = 20;

    /// <summary>
    /// How long it takes for each character to fade in.
    /// </summary>

    public float fadeInTime = 0f;

    /// <summary>
    /// How long to pause when a period is encountered (in seconds).
    /// </summary>

    public float delayOnPeriod = 0f;

    /// <summary>
    /// How long to pause when a new line character is encountered (in seconds).
    /// </summary>

    public float delayOnNewLine = 0f;

    /// <summary>
    /// If a scroll view is specified, its UpdatePosition() function will be called every time the text is updated.
    /// </summary>

    public UIScrollView scrollView;

    /// <summary>
    /// If set to 'true', the label's dimensions will be that of a fully faded-in content.
    /// </summary>

    public bool keepFullDimensions = false;

    /// <summary>
    /// Event delegate triggered when the typewriter effect finishes.
    /// </summary>

    public List<EventDelegate> onFinished = new List<EventDelegate>();

    UILabel mLabel;
    string mFullText = "";
    int mCurrentOffset = 0;
    float mNextChar = 0f;
    bool mReset = true;
    bool mActive = false;

    BetterList<FadeEntry> mFade = new BetterList<FadeEntry>();

    /// <summary>
    /// Whether the typewriter effect is currently active or not.
    /// </summary>

    public bool isActive { get { return mActive; } }

    /// <summary>
    /// Reset the typewriter effect to the beginning of the label.
    /// </summary>

    public void ResetToBeginning ()
    {
        Finish();
        mReset = true;
        mActive = true;
    }

    /// <summary>
    /// Finish the typewriter operation and show all the text right away.
    /// </summary>

    public void Finish ()
    {
        if (mActive)
        {
            mActive = false;

            if (!mReset)
            {
                mCurrentOffset = mFullText.Length;
                mFade.Clear();
                mLabel.text = mFullText;
            }

            if (keepFullDimensions && scrollView != null)
                scrollView.UpdatePosition();

            current = this;
            EventDelegate.Execute(onFinished);
            current = null;
        }
    }

    void OnEnable () { mReset = true; mActive = true; }

    void Update ()
    {
        if (!mActive) return;

        if (mReset)
        {
            mCurrentOffset = 0;
            mReset = false;
            mLabel = GetComponent<UILabel>();
            mFullText = mLabel.processedText;
            mFade.Clear();
            mNextChar = 0;

            if (keepFullDimensions && scrollView != null) scrollView.UpdatePosition();
        }

        while (mCurrentOffset < mFullText.Length && mNextChar <= RealTime.time)
        {
            int lastOffset = mCurrentOffset;
            charsPerSecond = Mathf.Max(1, charsPerSecond);

            // Automatically skip all symbols
            while (NGUIText.ParseSymbol(mFullText, ref mCurrentOffset)) { }
            ++mCurrentOffset;

            // Periods and end-of-line characters should pause for a longer time.
            float delay = 1f / charsPerSecond;
            char c = (lastOffset < mFullText.Length) ? mFullText[lastOffset] : '\n';

            if (c == '\n')
            {
                delay += delayOnNewLine;
            }
            else if (lastOffset + 1 == mFullText.Length || mFullText[lastOffset + 1] <= ' ')
            {
                if (c == '.')
                {
                    if (lastOffset + 2 < mFullText.Length && mFullText[lastOffset + 1] == '.' && mFullText[lastOffset + 2] == '.')
                    {
                        delay += delayOnPeriod * 3f;
                        lastOffset += 2;
                    }
                    else delay += delayOnPeriod;
                }
                else if (c == '!' || c == '?')
                {
                    delay += delayOnPeriod;
                }
            }

            if (mNextChar == 0f)
            {
                mNextChar = RealTime.time + delay;
            }
            else mNextChar += delay;

            if (fadeInTime != 0f)
            {
                // There is smooth fading involved
                FadeEntry fe = new FadeEntry();
                fe.index = lastOffset;
                fe.alpha = 0f;
                fe.text = mFullText.Substring(lastOffset, mCurrentOffset - lastOffset);
                mFade.Add(fe);
            }
            else
            {
                // No smooth fading necessary
                mLabel.text = keepFullDimensions ?
                    mFullText.Substring(0, mCurrentOffset) + "[00]" + mFullText.Substring(mCurrentOffset) :
                    mFullText.Substring(0, mCurrentOffset);

                // If a scroll view was specified, update its position
                if (!keepFullDimensions && scrollView != null) scrollView.UpdatePosition();
            }
        }

        // Alpha-based fading
        if (mFade.size != 0)
        {
            for (int i = 0; i < mFade.size; )
            {
                FadeEntry fe = mFade[i];
                fe.alpha += RealTime.deltaTime / fadeInTime;

                if (fe.alpha < 1f)
                {
                    mFade[i] = fe;
                    ++i;
                }
                else mFade.RemoveAt(i);
            }

            if (mFade.size == 0)
            {
                if (keepFullDimensions) mLabel.text = mFullText.Substring(0, mCurrentOffset) + "[00]" + mFullText.Substring(mCurrentOffset);
                else mLabel.text = mFullText.Substring(0, mCurrentOffset);
            }
            else
            {
                StringBuilder sb = new StringBuilder();

                for (int i = 0; i < mFade.size; ++i)
                {
                    FadeEntry fe = mFade[i];

                    if (i == 0)
                    {
                        sb.Append(mFullText.Substring(0, fe.index));
                    }

                    sb.Append('[');
                    sb.Append(NGUIText.EncodeAlpha(fe.alpha));
                    sb.Append(']');
                    sb.Append(fe.text);
                }

                if (keepFullDimensions)
                {
                    sb.Append("[00]");
                    sb.Append(mFullText.Substring(mCurrentOffset));
                }

                mLabel.text = sb.ToString();
            }
        }
        else if (mCurrentOffset == mFullText.Length)
        {
            current = this;
            EventDelegate.Execute(onFinished);
            current = null;
            mActive = false;
        }
    }
}
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