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CHANGELOG-en.md

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TMPro-Player

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1.1.6

Fixes

  • Fixed an issue with null reference when using TextMeshPro (non-UGUI).
  • Reduced the problem where calling SetText immediately after instantiating TextMeshProUGUI within the same frame would cause the typewriter effect to fail.

Known Bugs

  • When the pixel perfect option of the Canvas is set to true, calling SetText immediately after instantiating TextMeshProUGUI within the same frame will still cause the typewriter effect to fail.

Fixed

  • Fixed issues with regular expressions not matching the leading omitted parameters and other matching problems.
  • Fixed errors occurring when executing tags due to the omission of preceding parameters.

Fixed

  • Fixed various compatibility issues in Unity 2020.x version.

Fixed

  • Fixed the issue of incorrectly merge-optimizing of nested or interleaved paired tags.

Fixed

  • I made a silly mistake, accidentally typed an extra character. It's fixed now.

Feature

  • Added component icons.

Modification

  • Removed unnecessary EditorWindow script.

Feature

  • Added SoftSkip method for soft skipping and SetSoftSkip method for setting continuous soft skipping. Unlike Skip, soft skipping jumps only to the next tag that executes a Func-type delegate;
  • Added timeScale field to TMProPlayer class for convenient fast-forwarding.

Fixed

  • Fixed issue where Skip was not executing tags;
  • Fixed delay of one frame when invoking Action in typewriter effect due to null return;
  • Optimized implementation of Delay tag;
  • Fixed bug where text was not updating when Delay was set to 0;
  • Fixed issue where the TMProPlayer instance was not correctly disposing the internal CancellationTokenSource when destroyed;
  • Fixed issue of going beyond the index when updating NextChar.

Known Bug

  • When a GameObject containing TMProPlayer with an ongoing typewriter effect coroutine is set to a non-active state and then reactivated, all text will be displayed instantly. However, the typewriter effect is still ongoing. (Possibly because TextMeshPro resets the mesh to its initial state upon Enable.)