├── Text101 ├── ProjectSettings │ ├── ProjectVersion.txt │ ├── ClusterInputManager.asset │ ├── NetworkManager.asset │ ├── TimeManager.asset │ ├── EditorBuildSettings.asset │ ├── PresetManager.asset │ ├── AudioManager.asset │ ├── TagManager.asset │ ├── EditorSettings.asset │ ├── UnityConnectSettings.asset │ ├── DynamicsManager.asset │ ├── Physics2DSettings.asset │ ├── NavMeshAreas.asset │ └── GraphicsSettings.asset ├── Assets │ ├── TextMesh Pro │ │ ├── Resources │ │ │ ├── LineBreaking Leading Characters.txt │ │ │ ├── LineBreaking Following Characters.txt │ │ │ ├── Shaders │ │ │ │ ├── TMP_SDF.shader.meta │ │ │ │ ├── TMPro.cginc.meta │ │ │ │ ├── TMP_Bitmap.shader.meta │ │ │ │ ├── TMPro_Surface.cginc.meta │ │ │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ │ │ ├── TMP_SDF Overlay.shader.meta │ │ │ │ ├── TMP_SDF-Mobile.shader.meta │ │ │ │ ├── TMP_SDF-Surface.shader.meta │ │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ │ │ ├── TMP_Sprite.shader.meta │ │ │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ │ │ ├── TMPro.cginc │ │ │ │ ├── TMP_Sprite.shader │ │ │ │ └── TMPro_Properties.cginc │ │ │ ├── TMP Settings.asset.meta │ │ │ ├── Sprite Assets │ │ │ │ └── EmojiOne.asset.meta │ │ │ ├── Shaders.meta │ │ │ ├── LineBreaking Following Characters.txt.meta │ │ │ ├── LineBreaking Leading Characters.txt.meta │ │ │ ├── Sprite Assets.meta │ │ │ ├── Style Sheets.meta │ │ │ ├── Fonts & Materials.meta │ │ │ ├── Fonts & Materials │ │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ │ └── LiberationSans SDF - Outline.mat.meta │ │ │ └── Style Sheets │ │ │ │ └── Default Style Sheet.asset.meta │ │ ├── Sprites │ │ │ ├── EmojiOne.png │ │ │ ├── EmojiOne Attribution.txt │ │ │ ├── EmojiOne Attribution.txt.meta │ │ │ └── EmojiOne.json.meta │ │ ├── Examples & Extras │ │ │ ├── Fonts │ │ │ │ ├── Anton.ttf │ │ │ │ ├── Bangers.ttf │ │ │ │ ├── Oswald-Bold.ttf │ │ │ │ ├── LiberationSans.ttf │ │ │ │ ├── Anton OFL.txt.meta │ │ │ │ ├── Bangers - OFL.txt.meta │ │ │ │ ├── Oswald-Bold - OFL.txt.meta │ │ │ │ ├── LiberationSans - OFL.txt.meta │ │ │ │ ├── Anton.ttf.meta │ │ │ │ ├── Bangers.ttf.meta │ │ │ │ ├── Oswald-Bold.ttf.meta │ │ │ │ └── LiberationSans.ttf.meta │ │ │ ├── Textures │ │ │ │ ├── Engraved Wall.jpg │ │ │ │ ├── Floor Cement.jpg │ │ │ │ ├── Stainless 03.png │ │ │ │ ├── Brushed Metal 3.jpg │ │ │ │ ├── Mask Zig-n-Zag.psd │ │ │ │ ├── Sand Normal Map.jpg │ │ │ │ ├── Fruit Jelly (B&W).jpg │ │ │ │ ├── Small Crate_normal.jpg │ │ │ │ ├── Engraved Wall Normal.jpg │ │ │ │ ├── Small Crate_diffuse.jpg │ │ │ │ ├── Floor Tiles 1 - diffuse.jpg │ │ │ │ ├── Floor Tiles 1 - normal.jpg │ │ │ │ ├── Wipe Pattern - Circle.psd │ │ │ │ ├── Wipe Pattern - Diagonal.psd │ │ │ │ ├── Gradient Diagonal (Color).jpg │ │ │ │ ├── Gradient Vertical (Color).jpg │ │ │ │ ├── Gradient Horizontal (Color).jpg │ │ │ │ ├── Wipe Pattern - Radial Double.psd │ │ │ │ ├── Wipe Pattern - Radial Quad.psd │ │ │ │ ├── Text Overflow - Linked Text Image 1.png │ │ │ │ ├── Text Overflow - Linked Text UI Screenshot.png │ │ │ │ ├── Floor Cement.jpg.meta │ │ │ │ ├── Sand Normal Map.jpg.meta │ │ │ │ ├── Stainless 03.png.meta │ │ │ │ ├── Brushed Metal 3.jpg.meta │ │ │ │ ├── Engraved Wall.jpg.meta │ │ │ │ ├── Fruit Jelly (B&W).jpg.meta │ │ │ │ ├── Floor Tiles 1 - normal.jpg.meta │ │ │ │ ├── Floor Tiles 1 - diffuse.jpg.meta │ │ │ │ ├── Gradient Horizontal (Color).jpg.meta │ │ │ │ ├── Gradient Vertical (Color).jpg.meta │ │ │ │ ├── Small Crate_diffuse.jpg.meta │ │ │ │ ├── Small Crate_normal.jpg.meta │ │ │ │ ├── Mask Zig-n-Zag.psd.meta │ │ │ │ ├── Gradient Diagonal (Color).jpg.meta │ │ │ │ ├── Engraved Wall Normal.jpg.meta │ │ │ │ ├── Wipe Pattern - Diagonal.psd.meta │ │ │ │ ├── Wipe Pattern - Radial Double.psd.meta │ │ │ │ ├── Wipe Pattern - Circle.psd.meta │ │ │ │ ├── Wipe Pattern - Radial Quad.psd.meta │ │ │ │ ├── Text Overflow - Linked Text Image 1.png.meta │ │ │ │ └── Text Overflow - Linked Text UI Screenshot.png.meta │ │ │ ├── Sprites │ │ │ │ ├── Default Sprites.png │ │ │ │ └── DropCap Numbers.psd │ │ │ ├── Materials │ │ │ │ ├── Ground - Logo Scene.mat.meta │ │ │ │ ├── Crate - Surface Shader Scene.mat.meta │ │ │ │ ├── Ground - Surface Shader Scene.mat.meta │ │ │ │ └── Small Crate_diffuse.mat.meta │ │ │ ├── Prefabs │ │ │ │ ├── TextMeshPro - Prefab 1.prefab.meta │ │ │ │ ├── TextMeshPro - Prefab 2.prefab.meta │ │ │ │ └── Text Popup.prefab.meta │ │ │ ├── Scenes │ │ │ │ ├── 06 - Extra Rich Text Examples.unity.meta │ │ │ │ ├── 08 - Improved Text Alignment.unity.meta │ │ │ │ ├── 15 - Inline Graphics & Sprites.unity.meta │ │ │ │ ├── 11 - The Style Tag.unity.meta │ │ │ │ ├── 12 - Link Example.unity.meta │ │ │ │ ├── 12a - Text Interactions.unity.meta │ │ │ │ ├── 13 - Soft Hyphenation.unity.meta │ │ │ │ ├── 09 - Margin Tag Example.unity.meta │ │ │ │ ├── 14 - Multi Font & Sprites.unity.meta │ │ │ │ ├── 17 - Old Computer Terminal.unity.meta │ │ │ │ ├── 22 - Basic Scripting Example.unity.meta │ │ │ │ ├── Distance Field Shader Check.unity.meta │ │ │ │ ├── 19 - Masking Texture & Soft Mask.unity.meta │ │ │ │ ├── 20 - Input Field with Scrollbar.unity.meta │ │ │ │ ├── 23 - Animating Vertex Attributes.unity.meta │ │ │ │ ├── 10 - Bullets & Numbered List Example.unity.meta │ │ │ │ ├── 16 - Linked text overflow mode example.unity.meta │ │ │ │ ├── 18 - ScrollRect & Masking & Layout.unity.meta │ │ │ │ ├── 05 - Style Tags.unity.meta │ │ │ │ ├── 04 - Word Wrapping.unity.meta │ │ │ │ ├── 21 - Script Example.unity.meta │ │ │ │ ├── Benchmark (Script).unity.meta │ │ │ │ ├── 03 - Line Justification.unity.meta │ │ │ │ ├── 25 - TextMeshPro Title.unity.meta │ │ │ │ ├── Benchmark (Floating Text).unity.meta │ │ │ │ ├── Benchmark (Point Sizes).unity.meta │ │ │ │ ├── Benchmark (Shader Perf).unity.meta │ │ │ │ ├── 01- Single Line TextMesh Pro.unity.meta │ │ │ │ ├── 02 - Multi-line TextMesh Pro.unity.meta │ │ │ │ ├── 24 - Surface Shader Example.unity.meta │ │ │ │ └── 07 - Superscript & Subscript Example.unity.meta │ │ │ ├── Resources │ │ │ │ ├── Fonts & Materials │ │ │ │ │ ├── Bangers SDF.asset.meta │ │ │ │ │ ├── Bangers SDF Logo.mat.meta │ │ │ │ │ ├── Anton SDF.asset.meta │ │ │ │ │ ├── Anton SDF - Outline.mat.meta │ │ │ │ │ ├── Bangers SDF Glow.mat.meta │ │ │ │ │ ├── Oswald Bold SDF.asset.meta │ │ │ │ │ ├── Roboto-Bold SDF.asset.meta │ │ │ │ │ ├── Anton SDF - Drop Shadow.mat.meta │ │ │ │ │ ├── Bangers SDF - Outline.mat.meta │ │ │ │ │ ├── Bangers SDF - Drop Shadow.mat.meta │ │ │ │ │ ├── Electronic Highway Sign SDF.asset.meta │ │ │ │ │ ├── LiberationSans SDF - Overlay.mat.meta │ │ │ │ │ ├── Roboto-Bold SDF - Drop Shadow.mat.meta │ │ │ │ │ ├── Roboto-Bold SDF - Surface.mat.meta │ │ │ │ │ ├── LiberationSans SDF - Metalic Green.mat.meta │ │ │ │ │ ├── LiberationSans SDF - Soft Mask.mat.meta │ │ │ │ │ └── LiberationSans SDF - Overlay.mat │ │ │ │ ├── Color Gradient Presets.meta │ │ │ │ ├── Sprite Assets │ │ │ │ │ ├── DropCap Numbers.asset.meta │ │ │ │ │ └── Default Sprite Asset.asset.meta │ │ │ │ ├── Sprite Assets.meta │ │ │ │ ├── Fonts & Materials.meta │ │ │ │ └── Color Gradient Presets │ │ │ │ │ ├── Blue to Purple - Vertical.asset.meta │ │ │ │ │ ├── Yellow to Orange - Vertical.asset.meta │ │ │ │ │ ├── Dark to Light Green - Vertical.asset.meta │ │ │ │ │ ├── Light to Dark Green - Vertical.asset.meta │ │ │ │ │ ├── Yellow to Orange - Vertical.asset │ │ │ │ │ ├── Blue to Purple - Vertical.asset │ │ │ │ │ ├── Light to Dark Green - Vertical.asset │ │ │ │ │ └── Dark to Light Green - Vertical.asset │ │ │ ├── Fonts.meta │ │ │ ├── Materials.meta │ │ │ ├── Prefabs.meta │ │ │ ├── Resources.meta │ │ │ ├── Scenes.meta │ │ │ ├── Scripts.meta │ │ │ ├── Sprites.meta │ │ │ ├── Textures.meta │ │ │ └── Scripts │ │ │ │ ├── TeleType.cs.meta │ │ │ │ ├── Benchmark01.cs.meta │ │ │ │ ├── ObjectSpin.cs.meta │ │ │ │ ├── SimpleScript.cs.meta │ │ │ │ ├── Benchmark01_UGUI.cs.meta │ │ │ │ ├── CameraController.cs.meta │ │ │ │ ├── ShaderPropAnimator.cs.meta │ │ │ │ ├── TMP_FrameRateCounter.cs.meta │ │ │ │ ├── TMPro_InstructionOverlay.cs.meta │ │ │ │ ├── Benchmark02.cs.meta │ │ │ │ ├── Benchmark03.cs.meta │ │ │ │ ├── Benchmark04.cs.meta │ │ │ │ ├── TextMeshSpawner.cs.meta │ │ │ │ ├── TextMeshProFloatingText.cs.meta │ │ │ │ ├── VertexJitter.cs.meta │ │ │ │ ├── VertexShakeA.cs.meta │ │ │ │ ├── VertexShakeB.cs.meta │ │ │ │ ├── VertexZoom.cs.meta │ │ │ │ ├── ChatController.cs.meta │ │ │ │ ├── EnvMapAnimator.cs.meta │ │ │ │ ├── SkewTextExample.cs.meta │ │ │ │ ├── TMP_DigitValidator.cs.meta │ │ │ │ ├── TMP_TextEventCheck.cs.meta │ │ │ │ ├── TMP_TextSelector_A.cs.meta │ │ │ │ ├── VertexColorCycler.cs.meta │ │ │ │ ├── WarpTextExample.cs.meta │ │ │ │ ├── TMP_ExampleScript_01.cs.meta │ │ │ │ ├── TMP_TextEventHandler.cs.meta │ │ │ │ ├── TMP_TextInfoDebugTool.cs.meta │ │ │ │ ├── TMP_UiFrameRateCounter.cs.meta │ │ │ │ ├── TextConsoleSimulator.cs.meta │ │ │ │ ├── TMP_PhoneNumberValidator.cs.meta │ │ │ │ ├── TMP_TextSelector_B.cs.meta │ │ │ │ ├── TMP_DigitValidator.cs │ │ │ │ ├── ChatController.cs │ │ │ │ ├── EnvMapAnimator.cs │ │ │ │ ├── ShaderPropAnimator.cs │ │ │ │ ├── SimpleScript.cs │ │ │ │ ├── TMP_ExampleScript_01.cs │ │ │ │ ├── ObjectSpin.cs │ │ │ │ ├── TMP_TextEventCheck.cs │ │ │ │ ├── Benchmark03.cs │ │ │ │ ├── TextMeshSpawner.cs │ │ │ │ ├── TeleType.cs │ │ │ │ └── VertexColorCycler.cs │ │ ├── Documentation │ │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ │ ├── Resources.meta │ │ ├── Sprites.meta │ │ ├── Documentation.meta │ │ └── Examples & Extras.meta │ ├── Fonts │ │ ├── VTCFuzzypunkyslippers.ttf │ │ ├── VTCFuzzypunkyslippers SDF.asset.meta │ │ └── VTCFuzzypunkyslippers.ttf.meta │ ├── Scenes │ │ └── SampleScene.unity.meta │ ├── First state of my game.txt.meta │ ├── Fonts.meta │ ├── Scenes.meta │ ├── Scripts.meta │ ├── States.meta │ ├── States │ │ ├── Hangar.meta │ │ ├── Intro.meta │ │ ├── Game Over.meta │ │ ├── Hangar │ │ │ ├── B3. Escape.asset.meta │ │ │ ├── B5. Waiting.asset.meta │ │ │ ├── B6. Running.asset.meta │ │ │ ├── A11. Diversion.asset.meta │ │ │ ├── A2. In A Cell.asset.meta │ │ │ ├── A4. Picking Lock.asset.meta │ │ │ ├── A5. Lock Smashing.asset.meta │ │ │ ├── A6. Dark Room.asset.meta │ │ │ ├── A8. Evesdropping.asset.meta │ │ │ ├── B1. Opening Door.asset.meta │ │ │ ├── B2. Booby Trap.asset.meta │ │ │ ├── B4. Friendly Fire.asset.meta │ │ │ ├── A1. Outside Hangar.asset.meta │ │ │ ├── A10. Narrow Escape.asset.meta │ │ │ ├── A3. Emergency Exit.asset.meta │ │ │ ├── A7. The Long Way Round.asset.meta │ │ │ ├── A9. Pressure Build Up.asset.meta │ │ │ ├── B5. Waiting.asset │ │ │ ├── A4. Picking Lock.asset │ │ │ ├── B2. Booby Trap.asset │ │ │ ├── B3. Escape.asset │ │ │ ├── B1. Opening Door.asset │ │ │ ├── A1. Outside Hangar.asset │ │ │ ├── A2. In A Cell.asset │ │ │ ├── A3. Emergency Exit.asset │ │ │ ├── B6. Running.asset │ │ │ ├── A10. Narrow Escape.asset │ │ │ ├── A11. Diversion.asset │ │ │ ├── A7. The Long Way Round.asset │ │ │ ├── A9. Pressure Build Up.asset │ │ │ ├── A8. Evesdropping.asset │ │ │ ├── B4. Friendly Fire.asset │ │ │ ├── A5. Lock Smashing.asset │ │ │ └── A6. Dark Room.asset │ │ ├── Game Over │ │ │ ├── X1. Game Over.asset.meta │ │ │ ├── S1. Onboard With Supplies.asset.meta │ │ │ ├── S2. Onboard But Only Just.asset.meta │ │ │ ├── X1. Game Over.asset │ │ │ ├── S1. Onboard With Supplies.asset │ │ │ └── S2. Onboard But Only Just.asset │ │ └── Intro │ │ │ ├── A0. Introduction.asset.meta │ │ │ └── A0. Introduction.asset │ ├── TextMesh Pro.meta │ ├── Scripts │ │ ├── State.cs.meta │ │ ├── AdventureGame.cs.meta │ │ ├── State.cs │ │ └── AdventureGame.cs │ └── First state of my game.txt └── Packages │ └── manifest.json ├── Playing With Sprites ├── Packages │ └── manifest.json ├── ProjectSettings │ ├── ProjectVersion.txt │ ├── ClusterInputManager.asset │ ├── NetworkManager.asset │ ├── TimeManager.asset │ ├── EditorBuildSettings.asset │ ├── PresetManager.asset │ ├── AudioManager.asset │ ├── TagManager.asset │ ├── EditorSettings.asset │ ├── UnityConnectSettings.asset │ ├── DynamicsManager.asset │ ├── Physics2DSettings.asset │ ├── NavMeshAreas.asset │ └── GraphicsSettings.asset └── Assets │ ├── Circle.png │ ├── Square.png │ ├── Scenes.meta │ ├── Scenes │ └── SampleScene.unity.meta │ └── Square.png.meta ├── README.md ├── .gitignore └── LICENSE /Text101/ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.1.0f2 2 | -------------------------------------------------------------------------------- /Playing With Sprites/Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /Playing With Sprites/ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.1.0f2 2 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/README.md -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: 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-------------------------------------------------------------------------------- 1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,. -------------------------------------------------------------------------------- /Text101/ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf -------------------------------------------------------------------------------- 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Everywhere. Armed mostly with gas-powered rock flingers. 2 | At least 10 of them guarding the hangar door. Typical. 3 | 4 | Could try punching my way through. Or sneaking the long way to the 5 | emergency exit. 6 | 7 | What should I do? 8 | 1. Take them head on - rush the 10 guards. 9 | 2. 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a05dcd8be7ec4ccbb35c26219884aa37 3 | timeCreated: 1435531209 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - TextPopup_Prefab_01: {fileID: 22450954, guid: b06f0e6c1dfa4356ac918da1bb32c603, 9 | type: 2} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | assetBundleName: 14 | assetBundleVariant: 15 | -------------------------------------------------------------------------------- /Text101/Assets/Scripts/State.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [CreateAssetMenu(menuName = "State")] 6 | public class State : ScriptableObject 7 | { 8 | 9 | [TextArea(10,14)] [SerializeField] string storyText; 10 | [SerializeField] State[] nextStates; 11 | 12 | public string GetStateStory() 13 | { 14 | return storyText; 15 | } 16 | 17 | public State[] GetNextStates() 18 | { 19 | return nextStates; 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 997a43b767814dd0a7642ec9b78cba41 3 | timeCreated: 1484172033 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta: 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-------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /Text101/ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | 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- 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/B5. Waiting.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: B5. Waiting 13 | m_EditorClassIdentifier: 14 | storyText: "Not much happens, what would you like to do?\r\n\r\n1. Get running." 15 | nextStates: 16 | - {fileID: 11400000, guid: 59571bd5a4dedad4caf66835f78bfb0e, type: 2} 17 | -------------------------------------------------------------------------------- /Text101/Assets/Fonts/VTCFuzzypunkyslippers.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b43f016abc70bd44ab4380307c6dd48f 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontName: VTC FuzzyPunkySlippers 12 | fontNames: 13 | - VTC FuzzyPunkySlippers 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | ascentCalculationMode: 1 18 | useLegacyBoundsCalculation: 0 19 | shouldRoundAdvanceValue: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Yellow to Orange - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Yellow to Orange - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 1, g: 1, b: 0.5661765, a: 1} 15 | topRight: {r: 1, g: 1, b: 0.252, a: 1} 16 | bottomLeft: {r: 1, g: 0, b: 0, a: 1} 17 | bottomRight: {r: 1, g: 0, b: 0, a: 1} 18 | -------------------------------------------------------------------------------- /Text101/ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 1 11 | m_SpritePackerMode: 4 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /Playing With Sprites/ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 1 11 | m_SpritePackerMode: 4 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Blue to Purple - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Blue to Purple - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 0, g: 0.83448267, b: 1, a: 1} 15 | topRight: {r: 0.1544118, g: 0.5801215, b: 1, a: 1} 16 | bottomLeft: {r: 0.49168324, g: 0, b: 0.7058823, a: 1} 17 | bottomRight: {r: 0.4901961, g: 0, b: 0.7019608, a: 1} 18 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Light to Dark Green - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Light to Dark Green - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 0.5147059, g: 1, b: 0.5147059, a: 1} 15 | topRight: {r: 0.5137255, g: 1, b: 0.5137255, a: 1} 16 | bottomLeft: {r: 0, g: 0.46323532, b: 0, a: 1} 17 | bottomRight: {r: 0, g: 0.46274513, b: 0, a: 1} 18 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Resources/Color Gradient Presets/Dark to Light Green - Vertical.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 54d21f6ece3b46479f0c328f8c6007e0, type: 3} 12 | m_Name: Dark to Light Green - Vertical 13 | m_EditorClassIdentifier: 14 | topLeft: {r: 0, g: .661764741, b: 0, a: 1} 15 | topRight: {r: 0, g: .573529422, b: .00224910071, a: 1} 16 | bottomLeft: {r: .525490224, g: 1, b: .490196109, a: 1} 17 | bottomRight: {r: .421999991, g: .992156923, b: .374000013, a: 1} 18 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A4. Picking Lock.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A4. Picking Lock 13 | m_EditorClassIdentifier: 14 | storyText: "You give it a good 10 minutes. No dice. Not going to happen.\r\n\r\nYou 15 | do realise that you have no idea how to pick a lock right? You're an airship pilot, 16 | not a common thief.\r\n\r\nSo what now?\r\n1. Fine, try to pry it." 17 | nextStates: 18 | - {fileID: 11400000, guid: 59b045af739364b44a10c6efa4c306c2, type: 2} 19 | -------------------------------------------------------------------------------- /Text101/Assets/States/Intro/A0. Introduction.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A0. Introduction 13 | m_EditorClassIdentifier: 14 | storyText: "Welcome to this game. \n\nIts a choose your own adventure. Be careful 15 | what you wish for!\n\nAt each stage you'll be asked to push a key on the keyboard, 16 | for example 1 or 2 or 3.\n\nAt any point in time, push \"q\" to quit.\n\nPush 17 | \"1\" to continue..." 18 | nextStates: 19 | - {fileID: 11400000, guid: f6e6bfebb5e6d9d44874538bc0cddb27, type: 2} 20 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/B2. Booby Trap.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: B2. Booby Trap 13 | m_EditorClassIdentifier: 14 | storyText: "You stand up, a little groggily, back up to the far edge of the wall 15 | and make an almighty sprint towards the door.\r\n\r\nAnd, of course, its booby 16 | trapped. Maybe next time you want to ask what the red wires are wrapped around 17 | the door.\r\n\r\n1. Continue..." 18 | nextStates: 19 | - {fileID: 11400000, guid: 213a86f48abd7774d8c6a757c5a77e43, type: 2} 20 | -------------------------------------------------------------------------------- /Text101/Assets/States/Game Over/X1. Game Over.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: X1. Game Over 13 | m_EditorClassIdentifier: 14 | storyText: "Well, that clearly wasn't the right choice. \r\n\r\nYou failed.\r\n\r\nNo 15 | parade for you.\r\n\r\nWant to try again?\r\n1. Yes, this time I shall taste glory.\r\n2. 16 | No, I'm going to go sulk for a while." 17 | nextStates: 18 | - {fileID: 11400000, guid: f6e6bfebb5e6d9d44874538bc0cddb27, type: 2} 19 | - {fileID: 11400000, guid: 2287028f5c4af244892ffa5a694d6aac, type: 2} 20 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System; 3 | 4 | 5 | namespace TMPro 6 | { 7 | /// 8 | /// EXample of a Custom Character Input Validator to only allow digits from 0 to 9. 9 | /// 10 | [Serializable] 11 | //[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)] 12 | public class TMP_DigitValidator : TMP_InputValidator 13 | { 14 | // Custom text input validation function 15 | public override char Validate(ref string text, ref int pos, char ch) 16 | { 17 | if (ch >= '0' && ch <= '9') 18 | { 19 | pos += 1; 20 | return ch; 21 | } 22 | 23 | return (char)0; 24 | } 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/B3. Escape.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: B3. Escape 13 | m_EditorClassIdentifier: 14 | storyText: "The door opens and then... nothing. You peak outside and there is nobody 15 | there. \r\n\r\nWell, thats odd.\r\n\r\nHave you just been freed? And by whom? 16 | And why?\r\n\r\nNo time for that now. We have escaping to do. Whats the plan?\r\n\r\n1. 17 | Wait a bit longer.\r\n2. Get running." 18 | nextStates: 19 | - {fileID: 11400000, guid: 49be2a2472579c44ab9ab8bbdef7b35b, type: 2} 20 | - {fileID: 11400000, guid: 59571bd5a4dedad4caf66835f78bfb0e, type: 2} 21 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/B1. Opening Door.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: B1. Opening Door 13 | m_EditorClassIdentifier: 14 | storyText: "You wait it out. After, perhaps, 20 minutes you hear feet shuffling. 15 | Keys jangle. The door starts to unlock.\r\n\r\nWhat to do?\r\n\r\n1. Wait a little 16 | longer, it seemed to work last time.\r\n2. Rush the door and thrust a handful 17 | of knuckles through the chestplate of whoever enters." 18 | nextStates: 19 | - {fileID: 11400000, guid: eb0e6070f3901d847a8a3a093e9067cb, type: 2} 20 | - {fileID: 11400000, guid: 4f58fb8576fc9b74792f21066cc56d1e, type: 2} 21 | -------------------------------------------------------------------------------- /Text101/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Playing With Sprites/ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A1. Outside Hangar.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A1. Outside Hangar 13 | m_EditorClassIdentifier: 14 | storyText: "Festers. Everywhere. Armed mostly with gas-powered rock flingers.\r\nAt 15 | least 10 of them guarding the hangar door. Typical.\r\n\r\nCould try punching 16 | my way through. Or sneaking the long way to the\r\nemergency exit.\r\n\r\nWhat 17 | should I do?\r\n1. Take them head on - rush the 10 guards.\r\n2. Sneak my way 18 | to the emergency exit." 19 | nextStates: 20 | - {fileID: 11400000, guid: d667aeb41f4dac54b88cb1b93959c4b6, type: 2} 21 | - {fileID: 11400000, guid: 9987b79d7abd3324cb035f517e158cc5, type: 2} 22 | -------------------------------------------------------------------------------- /Text101/Assets/Scripts/AdventureGame.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | using UnityEngine.UI; 6 | 7 | public class AdventureGame : MonoBehaviour 8 | { 9 | 10 | [SerializeField] Text textComponent; 11 | [SerializeField] State startingState; 12 | 13 | State state; 14 | 15 | // Use this for initialization 16 | void Start() 17 | { 18 | state = startingState; 19 | textComponent.text = state.GetStateStory(); 20 | } 21 | 22 | // Update is called once per frame 23 | void Update() 24 | { 25 | ManageState(); 26 | } 27 | 28 | private void ManageState() 29 | { 30 | var nextStates = state.GetNextStates(); 31 | for (int index = 0; index < nextStates.Length; index++) 32 | { 33 | if (Input.GetKeyDown(KeyCode.Alpha1 + index)) 34 | { 35 | state = nextStates[index]; 36 | } 37 | } 38 | textComponent.text = state.GetStateStory(); 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A2. In A Cell.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A2. In A Cell 13 | m_EditorClassIdentifier: 14 | storyText: "Well, that was pretty stupid. You sustain a brutal beating and end up 15 | dumped in a dirty cell. The bars are thick cast iron. The door is old and patched 16 | together with plate metal and thick red wires.\r\n\r\nYou have no idea where you 17 | are. And your head hurts.\r\n\r\nSo, what to do now, slugger?\r\n\r\n1. Wait it 18 | out. My head hurts.\r\n2. Slam into the door with all my might." 19 | nextStates: 20 | - {fileID: 11400000, guid: eafd5de9a4a088a469d2215fdf1e86f4, type: 2} 21 | - {fileID: 11400000, guid: ff4f99e5cba16be4c9d82ccfb3049bc0, type: 2} 22 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A3. Emergency Exit.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A3. Emergency Exit 13 | m_EditorClassIdentifier: 14 | storyText: "Okay, you're around the corner. No one can see you. You think.\r\n\r\nBit 15 | tough to hear yourself think above the thumping machinery. However, in front of 16 | you is the emergency exit door. It has an oversized, cast iron lock hanging from 17 | a bolted handle. You could try picking the lock, or maybe look for a way to pry 18 | it off.\r\n\r\nWhat to do?\r\n\r\n1. Pick it.\r\n2. Pry it." 19 | nextStates: 20 | - {fileID: 11400000, guid: 92c0fb50e9fb3fa459ec97f01f32aefb, type: 2} 21 | - {fileID: 11400000, guid: 59b045af739364b44a10c6efa4c306c2, type: 2} 22 | -------------------------------------------------------------------------------- /Text101/Assets/States/Game Over/S1. Onboard With Supplies.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: S1. Onboard With Supplies 13 | m_EditorClassIdentifier: 14 | storyText: "You scramble aboard your airship. With all of your remaining strength, 15 | you lift the anchoring rope off its huge hook and give an all mighty shove.\r\n\r\nAs 16 | you start to drift out of the hangar, you hear shouts of dismay from a nearby 17 | group of Festers. \r\n\r\n\"So long suckers! May we never meet again!\", you holler. 18 | You may, you may not. Time will tell. \r\n\r\nYou've won this battle. Now, on 19 | with the war!\r\n\r\n1. Continue..." 20 | nextStates: 21 | - {fileID: 11400000, guid: 2287028f5c4af244892ffa5a694d6aac, type: 2} 22 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/B6. Running.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: B6. Running 13 | m_EditorClassIdentifier: 14 | storyText: "You run down a long corridor then up a flight of metal stairs. They 15 | make a loud racket as you clamber up them. Thank goodness the machinery in this 16 | place is so loud.\r\n\r\nIn front of you is the emergency exit door. It has an 17 | oversized, cast iron lock hanging from a bolted handle. You could try picking 18 | the lock, or maybe look for a way to pry it off.\r\n\r\nWhat to do?\r\n\r\n1. 19 | Pick it.\r\n2. Pry it." 20 | nextStates: 21 | - {fileID: 11400000, guid: 92c0fb50e9fb3fa459ec97f01f32aefb, type: 2} 22 | - {fileID: 11400000, guid: 59b045af739364b44a10c6efa4c306c2, type: 2} 23 | -------------------------------------------------------------------------------- /Text101/Assets/States/Game Over/S2. Onboard But Only Just.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: S2. Onboard But Only Just 13 | m_EditorClassIdentifier: 14 | storyText: "You take what feels like an eternity to scrounge a rock flinger and 15 | 3 vials of tonix. When a huge machine cog lands an arm span from your head you 16 | decide its time to make your dash.\r\n\r\nYou scramble aboard your airship. With 17 | all of your remaining strength, you lift the anchoring rope off its huge hook 18 | and give an all mighty shove.\r\n\r\nFrom behind you hear a surprised crew member. 19 | He rushes. You shoot. Direct hit. Thank goodness for the weapon. You're safe. 20 | For now.\r\n\r\n1. Continue..." 21 | nextStates: 22 | - {fileID: 11400000, guid: 2287028f5c4af244892ffa5a694d6aac, type: 2} 23 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A10. Narrow Escape.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A10. Narrow Escape 13 | m_EditorClassIdentifier: 14 | storyText: "You take your cue from the two men and get on your horse. Figuratively 15 | of course, no one rides horses since the combustamobile was invented.\r\n\r\nYou 16 | zig. You zag. You weave through the huge machinery of the pumping station. Steam 17 | jets have started squirting out of pipes. Gears are grinding to a halt. You see 18 | the exit ahead.\r\n\r\nSomething behind you gives a grinding screech. Metal eating 19 | into metal. You leap for the door and slide through on your stomach, just as all 20 | hell breaks lose behind you.\r\n\r\n1. Continue..." 21 | nextStates: 22 | - {fileID: 11400000, guid: 81fca26ed6b6344499f8c425d3880830, type: 2} 23 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A11. Diversion.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A11. Diversion 13 | m_EditorClassIdentifier: 14 | storyText: "In front of you is the expanse of the airship hangar.\r\n\r\nFesters 15 | are running everywhere and mostly yelling at one another. Some men are clambering 16 | aboard airships, others are attempting to put out fires that have started from 17 | the explosion.\r\n\r\nWho were those men? Friend or foe? That will have to wait. 18 | Time to get out of here.\r\n\r\nWhat now?\r\n1. Mad sprint to the nearest airship.\r\n2. 19 | Quick scrounge for weapons, then mad sprint to the nearest airship." 20 | nextStates: 21 | - {fileID: 11400000, guid: 127b71570c85f84449a9f9087c3cc3f4, type: 2} 22 | - {fileID: 11400000, guid: 93fd2ddacf2e7b740a09db6644e1d0f4, type: 2} 23 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A7. The Long Way Round.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A7. The Long Way Round 13 | m_EditorClassIdentifier: 14 | storyText: "Good thinking, no point worrying about some random guys' plans to blow 15 | up the entire pumping station by shutting off the water cooling valves. I'm sure 16 | everything will be just fine. Nothing at all to worry about. Plenty of time to 17 | do what you need to do.\r You take quite some time, but eventually you make your 18 | way around the edge of the pumping station and see daylight.\r\n\r\nWhat! An almighty 19 | screech pierces the air. Gears grinding. Steam spooshing from cracks in pipes. 20 | And then, a deafening roar....\r\n\r\n1. Continue..." 21 | nextStates: 22 | - {fileID: 11400000, guid: 213a86f48abd7774d8c6a757c5a77e43, type: 2} 23 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A9. Pressure Build Up.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A9. Pressure Build Up 13 | m_EditorClassIdentifier: 14 | storyText: "You open up the valve (anti-clockwise), step back, and congratulate 15 | yourself on averting certain tragedy. Phew, that was close.\r\n\r\nAs you stand 16 | pondering your next move, you hear a popping noise, as if a huge build up of steam 17 | has cause the rivet of a boiler to be expunged like a squeezed whitehead on a 18 | teenager's forehead.\r\n\r\nThen another. Then another. Oh..... maybe the men 19 | turned off more than on valve. You hear an almighty screeching as the huge gears 20 | and cogs start to jam. Then a deafening road.\r\n\r\n1. Continue..." 21 | nextStates: 22 | - {fileID: 11400000, guid: 213a86f48abd7774d8c6a757c5a77e43, type: 2} 23 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 GameDev.tv - Complete Unity Developer 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A8. Evesdropping.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A8. Evesdropping 13 | m_EditorClassIdentifier: 14 | storyText: "You slink through the machinery towards 2 skanky looking men. The tall, 15 | scrawny one is carrying an oversized gas-canister-powered arrow shooter, while 16 | the shorter dumpy man has strapped to him at least a dozen small glass bottles 17 | with grey liquid inside.\r\n\r\nThe stout fellow finishes cranking a large valve 18 | (clockwise you notice) and then both men dash off with much haste.\r\n\r\nWhat 19 | to do?\r\n\r\n1. Quick, uncrank that valve, they were clearly up to no good.\r\n2. 20 | Chase the men." 21 | nextStates: 22 | - {fileID: 11400000, guid: 5f7f6798f2a634744875204f2fdee65d, type: 2} 23 | - {fileID: 11400000, guid: 830e7e161e2abc345acb9fd4e13c68f9, type: 2} 24 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/B4. Friendly Fire.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: B4. Friendly Fire 13 | m_EditorClassIdentifier: 14 | storyText: "You tear off a piece of metal framing from your leather airship pilot 15 | armour and hold it ready as a shiv of sorts. As the door opens you rush at your 16 | captor, leaping like a crazy person and hollering a primal scream of rage.\r\n\r\nPayback 17 | time for your beating and from all the pain these dirty Festers have caused your 18 | family. You drive home your metal shiv. You hear the crunch of bones and feel 19 | the slice of flesh. \r\n\r\nAfter a brief struggle, there is stillness. You look 20 | down and see... oh my lord... you see... yourself? What? How?\r\n\r\n1. Continue..." 21 | nextStates: 22 | - {fileID: 11400000, guid: 49be2a2472579c44ab9ab8bbdef7b35b, type: 2} 23 | -------------------------------------------------------------------------------- /Text101/ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A5. Lock Smashing.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A5. Lock Smashing 13 | m_EditorClassIdentifier: 14 | storyText: "Got to be something around here to help with some smashy smashy. You 15 | see a crate with all manner of pipes, wires and cogs scattered within it. Mostly 16 | trash.\r\n\r\nYou could try the brute force approach - wack the lock with one 17 | of the pipes. Or you could take some time to build a contraption with some kind 18 | of leverage, maybe a mini pulley system with those wires and the cogs.\r\n\r\nHow 19 | to proceed?\r\n1. No time to waste, grab the pipe, start wacking.\r\n2. Take the 20 | time to build a leverage-gadget." 21 | nextStates: 22 | - {fileID: 11400000, guid: b9b86803e989cfa49a569fd4cfe79cbf, type: 2} 23 | - {fileID: 11400000, guid: b9b86803e989cfa49a569fd4cfe79cbf, type: 2} 24 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | using TMPro; 5 | 6 | public class ChatController : MonoBehaviour { 7 | 8 | 9 | public TMP_InputField TMP_ChatInput; 10 | 11 | public TMP_Text TMP_ChatOutput; 12 | 13 | public Scrollbar ChatScrollbar; 14 | 15 | void OnEnable() 16 | { 17 | TMP_ChatInput.onSubmit.AddListener(AddToChatOutput); 18 | 19 | } 20 | 21 | void OnDisable() 22 | { 23 | TMP_ChatInput.onSubmit.RemoveListener(AddToChatOutput); 24 | 25 | } 26 | 27 | 28 | void AddToChatOutput(string newText) 29 | { 30 | // Clear Input Field 31 | TMP_ChatInput.text = string.Empty; 32 | 33 | var timeNow = System.DateTime.Now; 34 | 35 | TMP_ChatOutput.text += "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "] " + newText + "\n"; 36 | 37 | TMP_ChatInput.ActivateInputField(); 38 | 39 | // Set the scrollbar to the bottom when next text is submitted. 40 | ChatScrollbar.value = 0; 41 | 42 | } 43 | 44 | } 45 | -------------------------------------------------------------------------------- /Playing With Sprites/ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /Text101/Assets/States/Hangar/A6. Dark Room.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: d49b76084a0a31047bab1ba42c0b8670, type: 3} 12 | m_Name: A6. Dark Room 13 | m_EditorClassIdentifier: 14 | storyText: "Right, well, that took far longer than anticipated but the lock is off 15 | and the door opened. Thank goodness for the Pumping Station being so loud. \r\n\r\nYou're 16 | in a dark room. You hear people yelling over the top of the combustion boilers. 17 | You catch some words. THUNK, THUNK, \"shut off the valves...\", THUNK THUNK, \"...get 18 | out in time?\", THUNK THUNK, \"...massive pressure\", THUNK THUNK \"...for glory\"... 19 | THUNK THUNK...\r\n\r\nWhat next, Adventurer?\r\n\r\n1. Get closer to the people 20 | speaking.\r\n2. Ignore them, keep pushing for the airship." 21 | nextStates: 22 | - {fileID: 11400000, guid: 372841c5fc7160548bf373cab3032877, type: 2} 23 | - {fileID: 11400000, guid: 04233a7b69fa4b54ea2b5397b449bc8a, type: 2} 24 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using TMPro; 4 | 5 | public class EnvMapAnimator : MonoBehaviour { 6 | 7 | //private Vector3 TranslationSpeeds; 8 | public Vector3 RotationSpeeds; 9 | private TMP_Text m_textMeshPro; 10 | private Material m_material; 11 | 12 | 13 | void Awake() 14 | { 15 | //Debug.Log("Awake() on Script called."); 16 | m_textMeshPro = GetComponent(); 17 | m_material = m_textMeshPro.fontSharedMaterial; 18 | } 19 | 20 | // Use this for initialization 21 | IEnumerator Start () 22 | { 23 | Matrix4x4 matrix = new Matrix4x4(); 24 | 25 | while (true) 26 | { 27 | //matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); 28 | matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); 29 | 30 | m_material.SetMatrix("_EnvMatrix", matrix); 31 | 32 | yield return null; 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Floor Cement.jpg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 283f897e4925411ebbaa758b4cb13fc2 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | 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assetBundleName: 53 | assetBundleVariant: 54 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Brushed Metal 3.jpg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f88677df267a41d6be1e7a6133e7d227 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 1 9 | linearTexture: 0 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | cubemapConvolution: 0 24 | cubemapConvolutionSteps: 8 25 | cubemapConvolutionExponent: 1.5 26 | seamlessCubemap: 0 27 | textureFormat: -1 28 | maxTextureSize: 1024 29 | textureSettings: 30 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class ShaderPropAnimator : MonoBehaviour 9 | { 10 | 11 | private Renderer m_Renderer; 12 | private Material m_Material; 13 | 14 | public AnimationCurve GlowCurve; 15 | 16 | public float m_frame; 17 | 18 | void Awake() 19 | { 20 | // Cache a reference to object's renderer 21 | m_Renderer = GetComponent(); 22 | 23 | // Cache a reference to object's material and create an instance by doing so. 24 | m_Material = m_Renderer.material; 25 | } 26 | 27 | void Start() 28 | { 29 | StartCoroutine(AnimateProperties()); 30 | } 31 | 32 | IEnumerator AnimateProperties() 33 | { 34 | //float lightAngle; 35 | float glowPower; 36 | m_frame = Random.Range(0f, 1f); 37 | 38 | while (true) 39 | { 40 | //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f; 41 | //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle); 42 | 43 | glowPower = GlowCurve.Evaluate(m_frame); 44 | m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower); 45 | 46 | m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f); 47 | yield return new WaitForEndOfFrame(); 48 | } 49 | } 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Text101/ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 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-------------------------------------------------------------------------------- /Playing With Sprites/ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Resources/Fonts & Materials/LiberationSans SDF - Overlay.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: LiberationSans SDF - Overlay 10 | m_Shader: {fileID: 4800000, guid: a02a7d8c237544f1962732b55a9aebf1, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 5 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: 4000 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 2846298, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _ColorMask: 15 27 | - _FaceDilate: 0 28 | - _GradientScale: 10 29 | - _MaskSoftnessX: 0 30 | - _MaskSoftnessY: 0 31 | - _OutlineSoftness: 0 32 | - _OutlineWidth: 0 33 | - _PerspectiveFilter: 0.875 34 | - _ScaleRatioA: 0.9 35 | - _ScaleRatioB: 1 36 | - _ScaleRatioC: 0.7875 37 | - _ScaleX: 1 38 | - _ScaleY: 1 39 | - _ShaderFlags: 0 40 | - _Stencil: 0 41 | - _StencilComp: 8 42 | - _StencilOp: 0 43 | - _StencilReadMask: 255 44 | - _StencilWriteMask: 255 45 | - _TextureHeight: 1024 46 | - _TextureWidth: 1024 47 | - _UnderlayDilate: 0 48 | - _UnderlayOffsetX: 0 49 | - _UnderlayOffsetY: 0 50 | - _UnderlaySoftness: 0 51 | - _VertexOffsetX: 0 52 | - _VertexOffsetY: 0 53 | - _WeightBold: 0.75 54 | - _WeightNormal: 0 55 | m_Colors: 56 | - _ClipRect: {r: -32767, g: -32767, b: 32767, a: 32767} 57 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1} 58 | - _OutlineColor: {r: 0, g: 0, b: 0, a: 1} 59 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5} 60 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class SimpleScript : MonoBehaviour 9 | { 10 | 11 | private TextMeshPro m_textMeshPro; 12 | //private TMP_FontAsset m_FontAsset; 13 | 14 | private const string label = "The <#0050FF>count is: {0:2}"; 15 | private float m_frame; 16 | 17 | 18 | void Start() 19 | { 20 | // Add new TextMesh Pro Component 21 | m_textMeshPro = gameObject.AddComponent(); 22 | 23 | m_textMeshPro.autoSizeTextContainer = true; 24 | 25 | // Load the Font Asset to be used. 26 | //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; 27 | //m_textMeshPro.font = m_FontAsset; 28 | 29 | // Assign Material to TextMesh Pro Component 30 | //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material; 31 | //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON"); 32 | 33 | // Set various font settings. 34 | m_textMeshPro.fontSize = 48; 35 | 36 | m_textMeshPro.alignment = TextAlignmentOptions.Center; 37 | 38 | //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation. 39 | //m_textMeshPro.enableAutoSizing = true; 40 | 41 | //m_textMeshPro.characterSpacing = 0.2f; 42 | //m_textMeshPro.wordSpacing = 0.1f; 43 | 44 | //m_textMeshPro.enableCulling = true; 45 | m_textMeshPro.enableWordWrapping = false; 46 | 47 | //textMeshPro.fontColor = new Color32(255, 255, 255, 255); 48 | } 49 | 50 | 51 | void Update() 52 | { 53 | m_textMeshPro.SetText(label, m_frame % 1000); 54 | m_frame += 1 * Time.deltaTime; 55 | } 56 | 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Playing With Sprites/ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 33 | - 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 33 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} 34 | - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} 35 | - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0} 36 | m_PreloadedShaders: [] 37 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 38 | type: 0} 39 | m_CustomRenderPipeline: {fileID: 0} 40 | m_TransparencySortMode: 0 41 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 42 | m_DefaultRenderingPath: 1 43 | m_DefaultMobileRenderingPath: 1 44 | m_TierSettings: [] 45 | m_LightmapStripping: 0 46 | m_FogStripping: 0 47 | m_InstancingStripping: 0 48 | m_LightmapKeepPlain: 1 49 | m_LightmapKeepDirCombined: 1 50 | m_LightmapKeepDynamicPlain: 1 51 | m_LightmapKeepDynamicDirCombined: 1 52 | m_LightmapKeepShadowMask: 1 53 | m_LightmapKeepSubtractive: 1 54 | m_FogKeepLinear: 1 55 | m_FogKeepExp: 1 56 | m_FogKeepExp2: 1 57 | m_AlbedoSwatchInfos: [] 58 | m_LightsUseLinearIntensity: 0 59 | m_LightsUseColorTemperature: 0 60 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | using TMPro; 5 | 6 | 7 | namespace TMPro.Examples 8 | { 9 | 10 | public class TMP_ExampleScript_01 : MonoBehaviour 11 | { 12 | public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 }; 13 | 14 | public objectType ObjectType; 15 | public bool isStatic; 16 | 17 | private TMP_Text m_text; 18 | 19 | //private TMP_InputField m_inputfield; 20 | 21 | 22 | private const string k_label = "The count is <#0080ff>{0}"; 23 | private int count; 24 | 25 | void Awake() 26 | { 27 | // Get a reference to the TMP text component if one already exists otherwise add one. 28 | // This example show the convenience of having both TMP components derive from TMP_Text. 29 | if (ObjectType == 0) 30 | m_text = GetComponent() ?? gameObject.AddComponent(); 31 | else 32 | m_text = GetComponent() ?? gameObject.AddComponent(); 33 | 34 | // Load a new font asset and assign it to the text object. 35 | m_text.font = Resources.Load("Fonts & Materials/Anton SDF"); 36 | 37 | // Load a new material preset which was created with the context menu duplicate. 38 | m_text.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF - Drop Shadow"); 39 | 40 | // Set the size of the font. 41 | m_text.fontSize = 120; 42 | 43 | // Set the text 44 | m_text.text = "A <#0080ff>simple line of text."; 45 | 46 | // Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container. 47 | Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity); 48 | 49 | // Set the size of the RectTransform based on the new calculated values. 50 | m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y); 51 | } 52 | 53 | 54 | void Update() 55 | { 56 | if (!isStatic) 57 | { 58 | m_text.SetText(k_label, count % 1000); 59 | count += 1; 60 | } 61 | } 62 | 63 | } 64 | } 65 | -------------------------------------------------------------------------------- /Playing With Sprites/Assets/Square.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f3b0e67e7614c74dba52067988875df 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | externalObjects: {} 6 | serializedVersion: 5 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | grayScaleToAlpha: 0 25 | generateCubemap: 6 26 | cubemapConvolution: 0 27 | seamlessCubemap: 0 28 | textureFormat: 1 29 | maxTextureSize: 2048 30 | textureSettings: 31 | serializedVersion: 2 32 | filterMode: 0 33 | aniso: 1 34 | mipBias: 0 35 | wrapU: 0 36 | wrapV: 0 37 | wrapW: 0 38 | nPOTScale: 0 39 | lightmap: 0 40 | compressionQuality: 50 41 | spriteMode: 3 42 | spriteExtrude: 1 43 | spriteMeshType: 1 44 | alignment: 0 45 | spritePivot: {x: 0.5, y: 0.5} 46 | spritePixelsToUnits: 4 47 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 48 | spriteGenerateFallbackPhysicsShape: 1 49 | alphaUsage: 1 50 | alphaIsTransparency: 0 51 | spriteTessellationDetail: -1 52 | textureType: 8 53 | textureShape: 1 54 | singleChannelComponent: 0 55 | maxTextureSizeSet: 0 56 | compressionQualitySet: 0 57 | textureFormatSet: 0 58 | platformSettings: 59 | - serializedVersion: 2 60 | buildTarget: DefaultTexturePlatform 61 | maxTextureSize: 2048 62 | resizeAlgorithm: 0 63 | textureFormat: 4 64 | textureCompression: 1 65 | compressionQuality: 50 66 | crunchedCompression: 0 67 | allowsAlphaSplitting: 0 68 | overridden: 0 69 | androidETC2FallbackOverride: 0 70 | spriteSheet: 71 | serializedVersion: 2 72 | sprites: [] 73 | outline: 74 | - - {x: -2, y: -2} 75 | - {x: -2, y: 2} 76 | - {x: 2, y: 2} 77 | - {x: 2, y: -2} 78 | physicsShape: 79 | - - {x: -2, y: -2} 80 | - {x: -2, y: 2} 81 | - {x: 2, y: 2} 82 | - {x: 2, y: -2} 83 | bones: [] 84 | spriteID: 7f7dc6f5169705b47933d4e1a8801e13 85 | vertices: [] 86 | indices: 87 | edges: [] 88 | weights: [] 89 | spritePackingTag: 90 | userData: 91 | assetBundleName: 92 | assetBundleVariant: 93 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class ObjectSpin : MonoBehaviour 9 | { 10 | 11 | #pragma warning disable 0414 12 | 13 | public float SpinSpeed = 5; 14 | public int RotationRange = 15; 15 | private Transform m_transform; 16 | 17 | private float m_time; 18 | private Vector3 m_prevPOS; 19 | private Vector3 m_initial_Rotation; 20 | private Vector3 m_initial_Position; 21 | private Color32 m_lightColor; 22 | private int frames = 0; 23 | 24 | public enum MotionType { Rotation, BackAndForth, Translation }; 25 | public MotionType Motion; 26 | 27 | void Awake() 28 | { 29 | m_transform = transform; 30 | m_initial_Rotation = m_transform.rotation.eulerAngles; 31 | m_initial_Position = m_transform.position; 32 | 33 | Light light = GetComponent(); 34 | m_lightColor = light != null ? light.color : Color.black; 35 | } 36 | 37 | 38 | // Update is called once per frame 39 | void Update() 40 | { 41 | if (Motion == MotionType.Rotation) 42 | { 43 | m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); 44 | } 45 | else if (Motion == MotionType.BackAndForth) 46 | { 47 | m_time += SpinSpeed * Time.deltaTime; 48 | m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); 49 | } 50 | else 51 | { 52 | m_time += SpinSpeed * Time.deltaTime; 53 | 54 | float x = 15 * Mathf.Cos(m_time * .95f); 55 | float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); 56 | float z = 0f; // *Mathf.Sin(m_time * .9f); 57 | 58 | m_transform.position = m_initial_Position + new Vector3(x, z, y); 59 | 60 | // Drawing light patterns because they can be cool looking. 61 | //if (frames > 2) 62 | // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); 63 | 64 | m_prevPOS = m_transform.position; 65 | frames += 1; 66 | } 67 | } 68 | } 69 | } -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | 4 | namespace TMPro.Examples 5 | { 6 | public class TMP_TextEventCheck : MonoBehaviour 7 | { 8 | 9 | public TMP_TextEventHandler TextEventHandler; 10 | 11 | void OnEnable() 12 | { 13 | if (TextEventHandler != null) 14 | { 15 | TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection); 16 | TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection); 17 | TextEventHandler.onWordSelection.AddListener(OnWordSelection); 18 | TextEventHandler.onLineSelection.AddListener(OnLineSelection); 19 | TextEventHandler.onLinkSelection.AddListener(OnLinkSelection); 20 | } 21 | } 22 | 23 | 24 | void OnDisable() 25 | { 26 | if (TextEventHandler != null) 27 | { 28 | TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection); 29 | TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection); 30 | TextEventHandler.onWordSelection.RemoveListener(OnWordSelection); 31 | TextEventHandler.onLineSelection.RemoveListener(OnLineSelection); 32 | TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection); 33 | } 34 | } 35 | 36 | 37 | void OnCharacterSelection(char c, int index) 38 | { 39 | Debug.Log("Character [" + c + "] at Index: " + index + " has been selected."); 40 | } 41 | 42 | void OnSpriteSelection(char c, int index) 43 | { 44 | Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected."); 45 | } 46 | 47 | void OnWordSelection(string word, int firstCharacterIndex, int length) 48 | { 49 | Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); 50 | } 51 | 52 | void OnLineSelection(string lineText, int firstCharacterIndex, int length) 53 | { 54 | Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); 55 | } 56 | 57 | void OnLinkSelection(string linkID, string linkText, int linkIndex) 58 | { 59 | Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected."); 60 | } 61 | 62 | } 63 | } -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _ColorMask ("Color Mask", Float) = 15 15 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 16 | 17 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 18 | } 19 | 20 | SubShader 21 | { 22 | Tags 23 | { 24 | "Queue"="Transparent" 25 | "IgnoreProjector"="True" 26 | "RenderType"="Transparent" 27 | "PreviewType"="Plane" 28 | "CanUseSpriteAtlas"="True" 29 | } 30 | 31 | Stencil 32 | { 33 | Ref [_Stencil] 34 | Comp [_StencilComp] 35 | Pass [_StencilOp] 36 | ReadMask [_StencilReadMask] 37 | WriteMask [_StencilWriteMask] 38 | } 39 | 40 | Cull Off 41 | Lighting Off 42 | ZWrite Off 43 | ZTest [unity_GUIZTestMode] 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask [_ColorMask] 46 | 47 | Pass 48 | { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #include "UnityCG.cginc" 54 | #include "UnityUI.cginc" 55 | 56 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 57 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 58 | 59 | struct appdata_t 60 | { 61 | float4 vertex : POSITION; 62 | float4 color : COLOR; 63 | float2 texcoord : TEXCOORD0; 64 | }; 65 | 66 | struct v2f 67 | { 68 | float4 vertex : SV_POSITION; 69 | fixed4 color : COLOR; 70 | half2 texcoord : TEXCOORD0; 71 | float4 worldPosition : TEXCOORD1; 72 | }; 73 | 74 | fixed4 _Color; 75 | fixed4 _TextureSampleAdd; 76 | float4 _ClipRect; 77 | 78 | v2f vert(appdata_t IN) 79 | { 80 | v2f OUT; 81 | OUT.worldPosition = IN.vertex; 82 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 83 | 84 | OUT.texcoord = IN.texcoord; 85 | 86 | #ifdef UNITY_HALF_TEXEL_OFFSET 87 | OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); 88 | #endif 89 | 90 | OUT.color = IN.color * _Color; 91 | return OUT; 92 | } 93 | 94 | sampler2D _MainTex; 95 | 96 | fixed4 frag(v2f IN) : SV_Target 97 | { 98 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 99 | 100 | #if UNITY_UI_CLIP_RECT 101 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 102 | #endif 103 | 104 | #ifdef UNITY_UI_ALPHACLIP 105 | clip (color.a - 0.001); 106 | #endif 107 | 108 | return color; 109 | } 110 | ENDCG 111 | } 112 | } 113 | } 114 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class Benchmark03 : MonoBehaviour 9 | { 10 | 11 | public int SpawnType = 0; 12 | public int NumberOfNPC = 12; 13 | 14 | public Font TheFont; 15 | 16 | //private TextMeshProFloatingText floatingText_Script; 17 | 18 | void Awake() 19 | { 20 | 21 | } 22 | 23 | 24 | void Start() 25 | { 26 | for (int i = 0; i < NumberOfNPC; i++) 27 | { 28 | if (SpawnType == 0) 29 | { 30 | // TextMesh Pro Implementation 31 | //go.transform.localScale = new Vector3(2, 2, 2); 32 | GameObject go = new GameObject(); //"NPC " + i); 33 | //go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 34 | 35 | go.transform.position = new Vector3(0, 0, 0); 36 | //go.renderer.castShadows = false; 37 | //go.renderer.receiveShadows = false; 38 | //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); 39 | 40 | TextMeshPro textMeshPro = go.AddComponent(); 41 | //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; 42 | textMeshPro.alignment = TextAlignmentOptions.Center; 43 | textMeshPro.fontSize = 96; 44 | 45 | textMeshPro.text = "@"; 46 | textMeshPro.color = new Color32(255, 255, 0, 255); 47 | //textMeshPro.Text = "!"; 48 | 49 | 50 | // Spawn Floating Text 51 | //floatingText_Script = go.AddComponent(); 52 | //floatingText_Script.SpawnType = 0; 53 | } 54 | else 55 | { 56 | // TextMesh Implementation 57 | GameObject go = new GameObject(); //"NPC " + i); 58 | //go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 59 | 60 | go.transform.position = new Vector3(0, 0, 0); 61 | 62 | TextMesh textMesh = go.AddComponent(); 63 | textMesh.GetComponent().sharedMaterial = TheFont.material; 64 | textMesh.font = TheFont; 65 | textMesh.anchor = TextAnchor.MiddleCenter; 66 | textMesh.fontSize = 96; 67 | 68 | textMesh.color = new Color32(255, 255, 0, 255); 69 | textMesh.text = "@"; 70 | 71 | // Spawn Floating Text 72 | //floatingText_Script = go.AddComponent(); 73 | //floatingText_Script.SpawnType = 1; 74 | } 75 | } 76 | } 77 | 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class TextMeshSpawner : MonoBehaviour 9 | { 10 | 11 | public int SpawnType = 0; 12 | public int NumberOfNPC = 12; 13 | 14 | public Font TheFont; 15 | 16 | private TextMeshProFloatingText floatingText_Script; 17 | 18 | void Awake() 19 | { 20 | 21 | } 22 | 23 | void Start() 24 | { 25 | 26 | for (int i = 0; i < NumberOfNPC; i++) 27 | { 28 | if (SpawnType == 0) 29 | { 30 | // TextMesh Pro Implementation 31 | //go.transform.localScale = new Vector3(2, 2, 2); 32 | GameObject go = new GameObject(); //"NPC " + i); 33 | go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 34 | 35 | //go.transform.position = new Vector3(0, 1.01f, 0); 36 | //go.renderer.castShadows = false; 37 | //go.renderer.receiveShadows = false; 38 | //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); 39 | 40 | TextMeshPro textMeshPro = go.AddComponent(); 41 | //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; 42 | //textMeshPro.anchor = AnchorPositions.Bottom; 43 | textMeshPro.fontSize = 96; 44 | 45 | textMeshPro.text = "!"; 46 | textMeshPro.color = new Color32(255, 255, 0, 255); 47 | //textMeshPro.Text = "!"; 48 | 49 | 50 | // Spawn Floating Text 51 | floatingText_Script = go.AddComponent(); 52 | floatingText_Script.SpawnType = 0; 53 | } 54 | else 55 | { 56 | // TextMesh Implementation 57 | GameObject go = new GameObject(); //"NPC " + i); 58 | go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); 59 | 60 | //go.transform.position = new Vector3(0, 1.01f, 0); 61 | 62 | TextMesh textMesh = go.AddComponent(); 63 | textMesh.GetComponent().sharedMaterial = TheFont.material; 64 | textMesh.font = TheFont; 65 | textMesh.anchor = TextAnchor.LowerCenter; 66 | textMesh.fontSize = 96; 67 | 68 | textMesh.color = new Color32(255, 255, 0, 255); 69 | textMesh.text = "!"; 70 | 71 | // Spawn Floating Text 72 | floatingText_Script = go.AddComponent(); 73 | floatingText_Script.SpawnType = 1; 74 | } 75 | } 76 | } 77 | 78 | } 79 | } 80 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class TeleType : MonoBehaviour 9 | { 10 | 11 | 12 | //[Range(0, 100)] 13 | //public int RevealSpeed = 50; 14 | 15 | private string label01 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; 16 | private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; 17 | 18 | 19 | private TMP_Text m_textMeshPro; 20 | 21 | 22 | void Awake() 23 | { 24 | // Get Reference to TextMeshPro Component 25 | m_textMeshPro = GetComponent(); 26 | m_textMeshPro.text = label01; 27 | m_textMeshPro.enableWordWrapping = true; 28 | m_textMeshPro.alignment = TextAlignmentOptions.Top; 29 | 30 | 31 | 32 | //if (GetComponentInParent(typeof(Canvas)) as Canvas == null) 33 | //{ 34 | // GameObject canvas = new GameObject("Canvas", typeof(Canvas)); 35 | // gameObject.transform.SetParent(canvas.transform); 36 | // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay; 37 | 38 | // // Set RectTransform Size 39 | // gameObject.GetComponent().sizeDelta = new Vector2(500, 300); 40 | // m_textMeshPro.fontSize = 48; 41 | //} 42 | 43 | 44 | } 45 | 46 | 47 | IEnumerator Start() 48 | { 49 | 50 | // Force and update of the mesh to get valid information. 51 | m_textMeshPro.ForceMeshUpdate(); 52 | 53 | 54 | int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object 55 | int counter = 0; 56 | int visibleCount = 0; 57 | 58 | while (true) 59 | { 60 | visibleCount = counter % (totalVisibleCharacters + 1); 61 | 62 | m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? 63 | 64 | // Once the last character has been revealed, wait 1.0 second and start over. 65 | if (visibleCount >= totalVisibleCharacters) 66 | { 67 | yield return new WaitForSeconds(1.0f); 68 | m_textMeshPro.text = label02; 69 | yield return new WaitForSeconds(1.0f); 70 | m_textMeshPro.text = label01; 71 | yield return new WaitForSeconds(1.0f); 72 | } 73 | 74 | counter += 1; 75 | 76 | yield return new WaitForSeconds(0.05f); 77 | } 78 | 79 | //Debug.Log("Done revealing the text."); 80 | } 81 | 82 | } 83 | } -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | -------------------------------------------------------------------------------- /Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | 5 | namespace TMPro.Examples 6 | { 7 | 8 | public class VertexColorCycler : MonoBehaviour 9 | { 10 | 11 | private TMP_Text m_TextComponent; 12 | 13 | void Awake() 14 | { 15 | m_TextComponent = GetComponent(); 16 | } 17 | 18 | 19 | void Start() 20 | { 21 | StartCoroutine(AnimateVertexColors()); 22 | } 23 | 24 | 25 | /// 26 | /// Method to animate vertex colors of a TMP Text object. 27 | /// 28 | /// 29 | IEnumerator AnimateVertexColors() 30 | { 31 | TMP_TextInfo textInfo = m_TextComponent.textInfo; 32 | int currentCharacter = 0; 33 | 34 | Color32[] newVertexColors; 35 | Color32 c0 = m_TextComponent.color; 36 | 37 | while (true) 38 | { 39 | int characterCount = textInfo.characterCount; 40 | 41 | // If No Characters then just yield and wait for some text to be added 42 | if (characterCount == 0) 43 | { 44 | yield return new WaitForSeconds(0.25f); 45 | continue; 46 | } 47 | 48 | // Get the index of the material used by the current character. 49 | int materialIndex = textInfo.characterInfo[currentCharacter].materialReferenceIndex; 50 | 51 | // Get the vertex colors of the mesh used by this text element (character or sprite). 52 | newVertexColors = textInfo.meshInfo[materialIndex].colors32; 53 | 54 | // Get the index of the first vertex used by this text element. 55 | int vertexIndex = textInfo.characterInfo[currentCharacter].vertexIndex; 56 | 57 | // Only change the vertex color if the text element is visible. 58 | if (textInfo.characterInfo[currentCharacter].isVisible) 59 | { 60 | c0 = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); 61 | 62 | newVertexColors[vertexIndex + 0] = c0; 63 | newVertexColors[vertexIndex + 1] = c0; 64 | newVertexColors[vertexIndex + 2] = c0; 65 | newVertexColors[vertexIndex + 3] = c0; 66 | 67 | // New function which pushes (all) updated vertex data to the appropriate meshes when using either the Mesh Renderer or CanvasRenderer. 68 | m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); 69 | 70 | // This last process could be done to only update the vertex data that has changed as opposed to all of the vertex data but it would require extra steps and knowing what type of renderer is used. 71 | // These extra steps would be a performance optimization but it is unlikely that such optimization will be necessary. 72 | } 73 | 74 | currentCharacter = (currentCharacter + 1) % characterCount; 75 | 76 | yield return new WaitForSeconds(0.05f); 77 | } 78 | } 79 | 80 | } 81 | } 82 | --------------------------------------------------------------------------------