RevealGlyphInfo
Reveal state of one rendered glyph, delivered mid mesh build. Mutate the current quad through generator (faceBaseIdx, Vertices, Colors) to animate its appearance any way you want.
Normalized appearance state, 1 being the settled glyph in both directions: an appearing glyph runs 0 → 1, a hiding one 1 → 0. Serialized handlers receive their one-shot timeline; RevealModifier.GlyphRevealing subscribers receive the fractional frontier envelope derived from front minus ordinal.
[ctor]public RevealGlyphInfo(UniTextBase text, UniTextMeshGenerator generator, int cluster, TextRange unit, int ordinal, int count, float front, bool hiding = false)Creates the state of a glyph riding the frontier envelope, taking Progress from front minus ordinal.
public RevealGlyphInfo WithProgress(float progress)The same glyph on an explicit timeline — what a handler wrapping other handlers gives a child to run progress of its own. Keep 1 as the settled glyph, or the child never resolves to the identity transform.
public RevealGlyphInfo WithFront(float front)The same glyph against a restated frontier, its Progress derived from the new front the way the envelope derives it — what a handler that re-times the frontier itself, rather than one glyph's timeline, hands on.
public readonly UniTextMeshGenerator generatorMesh generator mid-build, positioned on the glyph's quad.
public readonly UniTextBase textThe text being built. Reach the layout through it — UniTextBase.GetRangeBounds over unit gives the unit's settled box, which is what an effect that moves a whole word or line as one body needs.
Fractional reveal frontier in ordinal units, growing 0 → count.
