WavePlacement
public class WavePlacement : IPlacementContextStrategy, IPlacementStrategyWave placement: applies a sine wave offset to layout Y positions. The local
tangent of the sine curve is stored in tangent so the hub’s rotation
module can align glyphs to the slope when rotate is on.
The Text Studio hub supplies its preview-controlled evaluation time so playback speed, pause, restart, scrubbing, and Raw authoring all produce deterministic placement. Direct strategy callers retain the real-time clock used by the original public placement contract.
Fields
Section titled “Fields”
amplitude
Section titled “amplitude”public float amplitudeReturns
System.Single
frequency
Section titled “frequency”public float frequencyReturns
System.Single
public float phaseReturns
System.Single
public float speedReturns
System.Single
Methods
Section titled “Methods”
ComputePlacements(Vector3[], GlyphPlacement[], int)
Section titled “ComputePlacements(Vector3[], GlyphPlacement[], int)”public void ComputePlacements(Vector3[] layoutPositions, GlyphPlacement[] placements, int glyphCount)Compute placements for all visible glyphs.
Parameters
| Name | Type | Description |
|---|---|---|
layoutPositions |
UnityEngine.Vector3[] | Input: baseline positions from the layout engine. |
placements |
TextStudio.GlyphPlacement[] | Output: final 3D placements. |
glyphCount |
System.Int32 | Number of glyphs. |
ComputePlacements(in PlacementContext, GlyphPlacement[])
Section titled “ComputePlacements(in PlacementContext, GlyphPlacement[])”public void ComputePlacements(in PlacementContext context, GlyphPlacement[] placements)Writes placements for every visible glyph using its current layout and line metadata.
Parameters
| Name | Type |
|---|---|
context |
TextStudio.PlacementContext |
placements |
TextStudio.GlyphPlacement[] |
Constructors
Section titled “Constructors”
WavePlacement()
Section titled “WavePlacement()”public WavePlacement()Properties
Section titled “Properties”
public PlacementMode Mode { get; }Returns
TextStudio.PlacementMode