358 lines
10 KiB
C#
358 lines
10 KiB
C#
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using UnityEngine;
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using UnityEngine.TextCore;
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using System;
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namespace TMPro
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{
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/// <summary>
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/// Flags to control what vertex data is pushed to the mesh and renderer.
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/// </summary>
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public enum TMP_VertexDataUpdateFlags
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{
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None = 0x0,
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Vertices = 0x1,
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Uv0 = 0x2,
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Uv2 = 0x4,
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Uv4 = 0x8,
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Colors32 = 0x10,
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All = 0xFF
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};
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/// <summary>
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/// TMP custom data type to represent 32 bit characters.
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/// </summary>
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//public struct TMP_Char
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//{
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// private int m_value;
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// private TMP_Char(int value)
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// {
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// this.m_value = value;
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// }
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// private TMP_Char(TMP_Char value)
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// {
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// this.m_value = (int)value;
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// }
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// public static implicit operator TMP_Char(int value)
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// {
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// return new TMP_Char(value);
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// }
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// public static implicit operator TMP_Char(char c)
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// {
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// return new TMP_Char(c);
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// }
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// public static explicit operator int(TMP_Char value)
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// {
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// return value.m_value;
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// }
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// public override string ToString()
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// {
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// return m_value.ToString();
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// }
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//}
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//public struct TMP_VertexInfo
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//{
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// public TMP_Vertex topLeft;
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// public TMP_Vertex bottomLeft;
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// public TMP_Vertex topRight;
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// public TMP_Vertex bottomRight;
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//}
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[Serializable]
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public struct VertexGradient
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{
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public Color topLeft;
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public Color topRight;
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public Color bottomLeft;
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public Color bottomRight;
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public VertexGradient (Color color)
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{
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this.topLeft = color;
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this.topRight = color;
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this.bottomLeft = color;
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this.bottomRight = color;
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}
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/// <summary>
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/// The vertex colors at the corners of the characters.
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/// </summary>
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/// <param name="color0">Top left color.</param>
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/// <param name="color1">Top right color.</param>
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/// <param name="color2">Bottom left color.</param>
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/// <param name="color3">Bottom right color.</param>
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public VertexGradient(Color color0, Color color1, Color color2, Color color3)
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{
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this.topLeft = color0;
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this.topRight = color1;
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this.bottomLeft = color2;
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this.bottomRight = color3;
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}
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}
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public struct TMP_PageInfo
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{
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public int firstCharacterIndex;
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public int lastCharacterIndex;
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public float ascender;
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public float baseLine;
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public float descender;
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// public float extents;
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}
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/// <summary>
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/// Structure containing information about individual links contained in the text object.
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/// </summary>
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public struct TMP_LinkInfo
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{
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public TMP_Text textComponent;
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public int hashCode;
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public int linkIdFirstCharacterIndex;
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public int linkIdLength;
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public int linkTextfirstCharacterIndex;
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public int linkTextLength;
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internal char[] linkID;
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internal void SetLinkID(char[] text, int startIndex, int length)
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{
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if (linkID == null || linkID.Length < length) linkID = new char[length];
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for (int i = 0; i < length; i++)
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linkID[i] = text[startIndex + i];
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}
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/// <summary>
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/// Function which returns the text contained in a link.
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/// </summary>
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/// <param name="textInfo"></param>
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/// <returns></returns>
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public string GetLinkText()
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{
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string text = string.Empty;
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TMP_TextInfo textInfo = textComponent.textInfo;
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for (int i = linkTextfirstCharacterIndex; i < linkTextfirstCharacterIndex + linkTextLength; i++)
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text += textInfo.characterInfo[i].character;
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return text;
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}
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/// <summary>
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/// Function which returns the link ID as a string.
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/// </summary>
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/// <param name="text">The source input text.</param>
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/// <returns></returns>
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public string GetLinkID()
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{
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if (textComponent == null)
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return string.Empty;
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return new string(linkID, 0, linkIdLength);
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//return textComponent.text.Substring(linkIdFirstCharacterIndex, linkIdLength);
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}
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}
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/// <summary>
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/// Structure containing information about the individual words contained in the text object.
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/// </summary>
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public struct TMP_WordInfo
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{
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// NOTE: Structure could be simplified by only including the firstCharacterIndex and length.
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public TMP_Text textComponent;
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public int firstCharacterIndex;
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public int lastCharacterIndex;
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public int characterCount;
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//public float length;
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/// <summary>
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/// Returns the word as a string.
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/// </summary>
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/// <returns></returns>
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public string GetWord()
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{
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string word = string.Empty;
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TMP_CharacterInfo[] charInfo = textComponent.textInfo.characterInfo;
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for (int i = firstCharacterIndex; i < lastCharacterIndex + 1; i++)
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{
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word += charInfo[i].character;
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}
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return word;
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}
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}
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public struct TMP_SpriteInfo
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{
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public int spriteIndex; // Index of the sprite in the sprite atlas.
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public int characterIndex; // The characterInfo index which holds the key information about this sprite.
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public int vertexIndex;
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}
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//public struct SpriteInfo
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//{
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//
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//}
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public struct Extents
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{
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public Vector2 min;
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public Vector2 max;
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public Extents(Vector2 min, Vector2 max)
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{
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this.min = min;
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this.max = max;
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}
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public override string ToString()
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{
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string s = "Min (" + min.x.ToString("f2") + ", " + min.y.ToString("f2") + ") Max (" + max.x.ToString("f2") + ", " + max.y.ToString("f2") + ")";
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return s;
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}
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}
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[Serializable]
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public struct Mesh_Extents
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{
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public Vector2 min;
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public Vector2 max;
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public Mesh_Extents(Vector2 min, Vector2 max)
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{
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this.min = min;
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this.max = max;
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}
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public override string ToString()
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{
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string s = "Min (" + min.x.ToString("f2") + ", " + min.y.ToString("f2") + ") Max (" + max.x.ToString("f2") + ", " + max.y.ToString("f2") + ")";
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//string s = "Center: (" + ")" + " Extents: (" + ((max.x - min.x) / 2).ToString("f2") + "," + ((max.y - min.y) / 2).ToString("f2") + ").";
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return s;
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}
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}
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// Structure used for Word Wrapping which tracks the state of execution when the last space or carriage return character was encountered.
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public struct WordWrapState
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{
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public int previous_WordBreak;
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public int total_CharacterCount;
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public int visible_CharacterCount;
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public int visible_SpriteCount;
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public int visible_LinkCount;
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public int firstCharacterIndex;
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public int firstVisibleCharacterIndex;
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public int lastCharacterIndex;
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public int lastVisibleCharIndex;
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public int lineNumber;
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public float maxCapHeight;
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public float maxAscender;
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public float maxDescender;
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public float maxLineAscender;
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public float maxLineDescender;
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public float previousLineAscender;
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public float xAdvance;
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public float preferredWidth;
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public float preferredHeight;
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//public float maxFontScale;
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public float previousLineScale;
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public int wordCount;
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public FontStyles fontStyle;
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public float fontScale;
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public float fontScaleMultiplier;
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public float currentFontSize;
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public float baselineOffset;
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public float lineOffset;
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public TMP_TextInfo textInfo;
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//public TMPro_CharacterInfo[] characterInfo;
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public TMP_LineInfo lineInfo;
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public Color32 vertexColor;
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public Color32 underlineColor;
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public Color32 strikethroughColor;
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public Color32 highlightColor;
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public TMP_FontStyleStack basicStyleStack;
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public TMP_RichTextTagStack<Color32> colorStack;
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public TMP_RichTextTagStack<Color32> underlineColorStack;
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public TMP_RichTextTagStack<Color32> strikethroughColorStack;
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public TMP_RichTextTagStack<Color32> highlightColorStack;
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public TMP_RichTextTagStack<TMP_ColorGradient> colorGradientStack;
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public TMP_RichTextTagStack<float> sizeStack;
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public TMP_RichTextTagStack<float> indentStack;
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public TMP_RichTextTagStack<FontWeight> fontWeightStack;
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public TMP_RichTextTagStack<int> styleStack;
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public TMP_RichTextTagStack<float> baselineStack;
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public TMP_RichTextTagStack<int> actionStack;
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public TMP_RichTextTagStack<MaterialReference> materialReferenceStack;
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public TMP_RichTextTagStack<TextAlignmentOptions> lineJustificationStack;
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//public TMP_XmlTagStack<int> spriteAnimationStack;
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public int spriteAnimationID;
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public TMP_FontAsset currentFontAsset;
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public TMP_SpriteAsset currentSpriteAsset;
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public Material currentMaterial;
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public int currentMaterialIndex;
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public Extents meshExtents;
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public bool tagNoParsing;
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public bool isNonBreakingSpace;
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//public Mesh_Extents lineExtents;
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}
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/// <summary>
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/// Structure used to store retrieve the name and hashcode of the font and material
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/// </summary>
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public struct TagAttribute
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{
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public int startIndex;
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public int length;
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public int hashCode;
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}
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public struct RichTextTagAttribute
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{
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public int nameHashCode;
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public int valueHashCode;
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public TagValueType valueType;
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public int valueStartIndex;
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public int valueLength;
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public TagUnitType unitType;
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}
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}
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