using UnityEngine;
using System.Collections;
public class TextOutline : MonoBehaviour {
//두께 설정
public float pixelSize = 1;
public Color outlineColor = Color.black;
//해상도에 따라 pixel size를 조절할지 결정
public bool resolutionDependant = false;
//설정된 Resolution보다 클 경우 pixel size 두배로 결정
public int doubleResolution = 1024;
private TextMesh textMesh;
private MeshRenderer meshRenderer;
private bool isDead = false;
// Use this for initialization
void Start () {
isDead = false;
textMesh = GetComponent<TextMesh>();
meshRenderer = GetComponent<MeshRenderer>();
for(int i = 0; i<8; i++)
{
GameObject outline = new GameObject("outline", typeof(TextMesh));
outline.transform.parent = transform;
outline.transform.localScale = new Vector3(1, 1, 1);
MeshRenderer otherMeshrenderer = outline.GetComponent<MeshRenderer>();
otherMeshrenderer.material = new Material(meshRenderer.material);
otherMeshrenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
otherMeshrenderer.receiveShadows = false;
otherMeshrenderer.sortingLayerID = meshRenderer.sortingLayerID;
otherMeshrenderer.sortingLayerName = meshRenderer.sortingLayerName;
}
}
// Update is called once per frame
void Update () {
}
public void LateUpdate()
{
if (isDead)
return;
Vector3 screenPoint = Camera.main.WorldToScreenPoint(transform.position);
outlineColor.a = textMesh.color.a * textMesh.color.a;
for(int i = 0; i<transform.childCount; i++)
{
TextMesh other = transform.GetChild(i).GetComponent<TextMesh>();
other.color = outlineColor;
other.text = textMesh.text;
other.alignment = textMesh.alignment;
other.characterSize = textMesh.characterSize;
other.font = textMesh.font;
other.fontSize = textMesh.fontSize;
other.fontStyle = textMesh.fontStyle;
other.richText = textMesh.richText;
other.tabSize = textMesh.tabSize;
other.lineSpacing = textMesh.lineSpacing;
other.offsetZ = textMesh.offsetZ;
bool doublePixel = resolutionDependant && (Screen.width > doubleResolution || Screen.height > doubleResolution);
Vector3 pixelOffset = GetOffset(i) * (doublePixel ? 2.0f * pixelSize : pixelSize);
Vector3 worldPoint = Camera.main.ScreenToWorldPoint(screenPoint + pixelOffset);
other.transform.position = worldPoint;
MeshRenderer otherMeshRenderer = transform.GetChild(i).GetComponent<MeshRenderer>();
otherMeshRenderer.sortingLayerID = meshRenderer.sortingLayerID - 1;
otherMeshRenderer.sortingLayerName = meshRenderer.sortingLayerName;
}
}
public void dead()
{
isDead = true;
for(int i = 0; i<transform.childCount; i++)
{
GameObject other = transform.GetChild(i).gameObject;
Destroy(other);
}
Destroy(this);
}
Vector3 GetOffset(int i)
{
switch(i % 8)
{
case 0: return new Vector3(0, 1, 0);
case 1: return new Vector3(1, 1, 0);
case 2: return new Vector3(1, 0, 0);
case 3: return new Vector3(1, -1, 0);
case 4: return new Vector3(0, -1, 0);
case 5: return new Vector3(-1, -1, 0);
case 6: return new Vector3(-1, 0, 0);
case 7: return new Vector3(-1, 1, 0);
default: return Vector3.zero;
}
}
}