public void ShowCoutingText() { currentSheepCount++; TMPRichTextX txtMesh = coutingTextPool[currentTextPoolCursor]; currentTextPoolCursor++; if (currentTextPoolCursor >= numOfCountingText) { currentTextPoolCursor = 0; } string content = string.Format("<sprite>sheepIcon</sprite>{0}", currentSheepCount.ToString()); txtTopCountingText.SetText(content); txtMesh.SetText(content); txtMesh.DOKill(); txtMesh.TextMeshProUGUIComp.DOFade(1, 0); txtMesh.gameObject.SetActive(true); txtMesh.transform.position = sampleText.transform.position; txtMesh.transform.DOPath(coutingTextFlyWayPoint, 5.0f, PathType.CatmullRom); txtMesh.TextMeshProUGUIComp.DOFade(0, 5.0f).onComplete = () => { txtMesh.gameObject.SetActive(false); }; }
public override void OnInspectorGUI() { serializedObject.Update(); text.stringValue = EditorGUILayout.TextArea(text.stringValue, GUILayout.Height(45)); EditorGUILayout.PropertyField(spriteAsset); serializedObject.ApplyModifiedProperties(); TMPRichTextX myTarget = (TMPRichTextX)target; myTarget.DoRenderRichText(); }
public void AddSheepValue(double value) { float doubleValue = BoostTimer.Instance.IsX2SheepValue ? 2 : 1; value *= 2; currentSheepValue += value; DataManager.Instance.PlayerData.userSheepCoin = currentSheepValue; TMPRichTextX txtMesh = coutingTextPool[currentTextPoolCursor]; currentTextPoolCursor++; if (currentTextPoolCursor >= numOfCountingText) { currentTextPoolCursor = 0; } string content = string.Format("<sprite>sheepIcon</sprite>{0}", BigNumbers.BigNumber.ToShortString(currentSheepValue.ToString("F0"), 4)); txtTopCountingText.SetText(content); if (BoostTimer.Instance.IsX2SheepValue) { content = string.Format("<sprite>sheepIcon</sprite><color=blue>{0}", BigNumbers.BigNumber.ToShortString(value.ToString("F0"), 4)); } else { content = string.Format("<sprite>sheepIcon</sprite>{0}", BigNumbers.BigNumber.ToShortString(value.ToString("F0"), 4)); } txtMesh.SetText(content); txtMesh.DOKill(); txtMesh.TextMeshProUGUIComp.DOFade(1, 0); txtMesh.gameObject.SetActive(true); txtMesh.transform.position = sampleText.transform.position; txtMesh.transform.DOPath(coutingTextFlyWayPoint, 5.0f, PathType.CatmullRom); txtMesh.TextMeshProUGUIComp.DOFade(0, 5.0f).onComplete = () => { txtMesh.gameObject.SetActive(false); }; }