2018
06.08

[ A : Update 이용한 타입 ]


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
using TMPro;
using UnityEngine;
 
public class SpeechManager : MonoBehaviour
{
    [Header("[ Reference ]")]
    public TextMeshProUGUI txt;
 
    [Header("[ data ]")]
    public string printString;
    private int index = 0;
    private const float WAIT_TIME = 0.05f; // 딜레이
 
    private float waitTimer = 0.0f;
    private string wholeText = "";
    private string typewriterText = "";
    private int currentIndex = 0// 하나의 텍스트 내의 인덱스
    private bool IsWriting = false;
 
    private void OnEnable()
    {
        currentIndex = 0;
        index = 0;
        CallRandomText();
    }
 
    void Update()
    {
        if (IsWriting == true)
        {
            waitTimer += Time.deltaTime;
 
            if (waitTimer > WAIT_TIME && currentIndex < wholeText.Length)
            {
                typewriterText += wholeText[currentIndex];
                txt.text = typewriterText;
                waitTimer = 0.0f;
                currentIndex++;
 
                if (currentIndex >= wholeText.Length)
                    IsWriting = false;
            }
        }
    }
 
    public void CallRandomText()
    {
        txt.text = "";
        wholeText = "";
        currentIndex = 0;
        typewriterText = "";
        index = Random.Range(0, printString.Length);
        wholeText = printString; // 랜덤으로 호출. index ++ 방식으로 하면 순서대로 나옴.
        IsWriting = true;
    }
}



[ B : 코루틴 이용한 타입 ]


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
using System.Collections;
using TMPro;
using UnityEngine;
 
public class TextBubbleManager : MonoBehaviour
{
    [Header("Reference")]
    public TextMeshProUGUI txt = null;
 
    [Header("Setting")]
    public string printString = "Type Text Here";
    public float delay = 0.05f;
    
    private string orignText = "";
    private int count = 0;
 
    void Start()
    {
        if (txt != null)
        {
            orignText = printString;
            txt.text = "";
 
            if (orignText.Length > 0)
            {
                txt.text += orignText[count++];
                StartCoroutine("PrintCoroutine");
            }
        }
    }
 
    IEnumerator PrintCoroutine()
    {
        yield return new WaitForSeconds(delay);
 
        if (orignText.Length - count > 0)
        {
            txt.text += orignText[count++];
            StartCoroutine("PrintCoroutine");
        }
    }
}
 



[ B_2 : 코루틴 이용한 타입 변형 - 켜질때마다 초기화되는 텍스트 ]

 - 처음에 꺼져있는 텍스트일 경우 start() 부분을 OnEnable로 고칠것. OnEnable이 Start 보다 먼저 실행됨.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
 
public class TextWriter : MonoBehaviour
{
    [Header("Reference")]
    public TextMeshProUGUI txt = null;
 
    [Header("Setting")]
    public string printString = "Type Text Here";
    public float delay = 0.05f;
 
    private string orignText = "";
    private int count = 0;
 
    private void Start()
    {
        orignText = printString;
    }
 
    private void OnEnable()
    {
        count = 0;
 
        if (txt != null)
        {
            txt.text = "";
 
            if (orignText.Length > 0)
            {
                txt.text += orignText[count++];
                StartCoroutine("PrintCoroutine");
            }
        }
    }
 
    private void OnDisable()
    {
        StopCoroutine("PrintCoroutine");
    }
    
 
    IEnumerator PrintCoroutine()
    {
        yield return new WaitForSeconds(delay);
 
        if (orignText.Length - count > 0)
        {
            txt.text += orignText[count++];
            StartCoroutine("PrintCoroutine");
        }
    }
}
 


COMMENT