├── 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:
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1 | m_EditorVersion: 2018.1.0f2
2 |
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/Playing With Sprites/Packages/manifest.json:
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1 | {
2 | "dependencies": {
3 | }
4 | }
5 |
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/Playing With Sprites/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 2018.1.0f2
2 |
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/README.md:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/README.md
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/Text101/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt:
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1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇〉》」$⦆¥₩ #
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/Text101/Packages/manifest.json:
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1 | {
2 | "dependencies": {
3 | "com.unity.textmeshpro": "1.2.3"
4 | }
5 | }
6 |
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/Playing With Sprites/Assets/Circle.png:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Playing With Sprites/Assets/Circle.png
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/Playing With Sprites/Assets/Square.png:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Playing With Sprites/Assets/Square.png
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/Text101/Assets/Fonts/VTCFuzzypunkyslippers.ttf:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Text101/Assets/Fonts/VTCFuzzypunkyslippers.ttf
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/Text101/Assets/TextMesh Pro/Sprites/EmojiOne.png:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Text101/Assets/TextMesh Pro/Sprites/EmojiOne.png
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/Text101/Assets/TextMesh Pro/Resources/LineBreaking Following 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%,.
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!236 &1
4 | ClusterInputManager:
5 | m_ObjectHideFlags: 0
6 | m_Inputs: []
7 |
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/Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf
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/Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf:
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/Playing With Sprites/ProjectSettings/ClusterInputManager.asset:
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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 |
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/Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold.ttf:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold.ttf
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/Text101/Assets/TextMesh Pro/Examples & Extras/Fonts/LiberationSans.ttf:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Engraved Wall.jpg:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Floor Cement.jpg:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Stainless 03.png:
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/Text101/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf:
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https://raw.githubusercontent.com/CompleteUnityDeveloper/03-Text101/HEAD/Text101/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf
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/Text101/Assets/TextMesh Pro/Examples & Extras/Sprites/Default Sprites.png:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Sprites/DropCap Numbers.psd:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Mask Zig-n-Zag.psd:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Sand Normal Map.jpg:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Fruit Jelly (B&W).jpg:
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/Text101/Assets/TextMesh Pro/Examples & Extras/Textures/Small Crate_normal.jpg:
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1 | Festers. 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. Sneak my way to the emergency exit.
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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 |
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/.gitignore:
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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 |
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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:
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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 |
--------------------------------------------------------------------------------
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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."
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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."
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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."
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/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 |
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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."
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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."
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/Text101/Assets/States/Game Over/S1. Onboard With Supplies.asset:
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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..."
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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:
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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..."
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/Text101/Assets/States/Hangar/A10. Narrow Escape.asset:
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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..."
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/Text101/Assets/States/Hangar/A11. Diversion.asset:
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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:
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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:
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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:
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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}
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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 |
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/Text101/Assets/States/Hangar/A5. Lock Smashing.asset:
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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."
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22 | - {fileID: 11400000, guid: b9b86803e989cfa49a569fd4cfe79cbf, type: 2}
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/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 |
--------------------------------------------------------------------------------
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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."
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/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 |
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/Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs:
--------------------------------------------------------------------------------
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 |
--------------------------------------------------------------------------------
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/Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs:
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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 |
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/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 |
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/Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs:
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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 | }
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/Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs:
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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 | }
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/Text101/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc:
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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 |
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/Text101/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader:
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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 |
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/Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs:
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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 |
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/Text101/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs:
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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 |
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/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