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.github/workflows/test.yaml

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name: "Run Tests"
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on: [push, pull_request]
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on:
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push:
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paths-ignore:
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- "README.md"
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- "CHANGELOG.md"
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- ".github/**"
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- "Samples/**"
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jobs:
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test-package:
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name: Test the package
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packageMode: true
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projectPath: unity-package
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githubToken: ${{ secrets.GITHUB_TOKEN }}
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unityVersion: ${{ vars.UNITY_VERSION }}
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unityVersion: ${{ vars.UNITY_VERSION }}

README.md

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- Tag-based animation control similar to HTML or BBCode
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- Compatible with TextMeshPro components
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- Runtime and editor-time updates supported
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## Installation
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1. Clone or download this repository into your Unity project under `Assets/textmotion-pro`.
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2. Ensure **TextMeshPro** is installed in your project via Unity Package Manager.
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3. Use Unity 6.0 or later for full compatibility.
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## Usage
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### 1. Create a Motion Profile
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- Right-click in the Project window → **Create → textmotion-pro → MotionProfile**
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- Add or configure `TextEffect` assets to this profile.
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### 2. Attach `TextMotionPro`
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- Add the `TextMotionPro` component to a GameObject with a `TMP_Text` component.
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- Assign a `MotionProfile` to the renderer.
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### 3. Use Tags in Text
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- Use tags like `<Wave>Text</Wave>` where `"Wave"` matches the `EffectTag` of a `TextEffect`.
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## Extending
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To implement a new animation:
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1. Create a class inheriting from `TextEffect`.
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2. Implement the `ApplyEffect()` method.
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3. Define an `EffectTag` and optionally override validation or reset behavior.
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4. Add the effect to a MotionProfile.
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## Example
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```csharp
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[TextEffect("Wave", "Wavy motion effect for characters")]
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public class WaveEffect : TextEffect
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{
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public override string EffectTag => "Wave";
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public override void ApplyEffect(MotionRenderContext context)
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{
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// Animation logic here
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}
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}
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````

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