Hello again! I am working to integrate SuperTextMesh more fundamentally into my game and take advantage of more of its features. I am hoping that it's possible to do the two following things without modifying the source code for STM itself.
1) Receive a callback/notification on the printing of each character which includes which character was printed
2) Receive callbacks for custom tags consumed by SuperTextMesh, which will not be printed to the screen.
The first ties into my speech generation system (custom bleeps and bloops) and the second ties into a system which plays custom animations, updates character expressions, etc. in time with the text. Please let me know if there's a way to do this or if there are any plans to integrate features like this. Conversely, if there is a way for me to simply extend the class in a way that achieves this, I am 100% open to that as well. I'm no stranger to coding and if I can just drop something into place that pre-consumes necessary elements, passing others up to super, I will do that as well.
And again, thank you for making a killer product! :3
EDIT
Ok, I have been exploring ''string ParseText(string myText)'' a bit. Here's something I can think of that would let me do what I need, and it hinges on the code which handles tags, ''switch(ParseText_myTag){'' (line 2640 in the build I am using).
Create an interface for a handler class which is called to each time an unrecognized tag leads to the switch's default statement. If a class which implements this interface is handed to the SuperTextMesh, will will call out to a method ''bool UnrecognizedTag(string ParseText_myTag, string ParseText_myString)''. The return value will be used to set ''clearAfter'' and in the case that there was no handler class provided, it would default ''clearAfter'' to false.
I feel like something very similar could be done by using another method in the same handler class to communicate back each time a character was printed to the textbox.
If you have a repo for STM and you would like me to implement/submit this myself, I would be happy to contribute to a project like yours!
ADDITIONAL EDIT: I'm actually working on implementing this in the SuperTextMesh code now... I will just hand you any code that I create for use in the official project if you would like it!
EDIT X3: Alright... so this still leaves the issue of timing. The tags are parsed immediately, rather than at the point where they would be encountered while printing text... still looking for a way around that.