Example #1
0
        /// <summary>
        /// Method revealing the text one character at a time.
        /// </summary>
        /// <returns></returns>
        IEnumerator RevealCharacters(TextMeshPro textComponent)
        {
            TMP_TextInfo textInfo = textComponent.textInfo;

            int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object
            int counter = 0;
            int visibleCount = 0;

            while (true)
            {
                visibleCount = counter % (totalVisibleCharacters + 1);

                textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?

                // Once the last character has been revealed, wait 1.0 second and start over.
                if (visibleCount >= totalVisibleCharacters)
                {
                    yield return new WaitForSeconds(1.0f);
                }

                counter += 1;

                yield return new WaitForSeconds(0.0f);
            }
        }
        //private FpsCounterAnchorPositions last_AnchorPosition;

        void Awake()
        {
            if (!enabled)
                return;

            m_camera = Camera.main;

            GameObject frameCounter = new GameObject("Frame Counter");
            m_frameCounter_transform = frameCounter.transform;
            m_frameCounter_transform.parent = m_camera.transform;
            m_frameCounter_transform.localRotation = Quaternion.identity;


            m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
            m_TextMeshPro.font = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont;
            m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Overlay", typeof(Material)) as Material;

            m_TextMeshPro.fontSize = 30;

            m_TextMeshPro.isOverlay = true;
            m_textContainer = frameCounter.GetComponent<TextContainer>();

            Set_FrameCounter_Position(AnchorPosition);
            //last_AnchorPosition = AnchorPosition;

            m_TextMeshPro.text = instructions;

        }
Example #3
0
        void Start()
        {
            if (SpawnType == 0)
            {
                //Debug.Log("Spawning TextMesh Pro Objects.");
                // TextMesh Pro Implementation
                m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
                //m_textMeshPro.FontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
                //m_textMeshPro.anchor = AnchorPositions.Bottom;
                m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMeshPro.fontSize = 16;
                m_textMeshPro.text = string.Empty;

                StartCoroutine(DisplayTextMeshProFloatingText());
            }
            else
            {
                //Debug.Log("Spawning TextMesh Objects.");

                m_textMesh = m_floatingText.AddComponent<TextMesh>();
                m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; // User should only provide a string to the resource.     
                m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMesh.anchor = TextAnchor.LowerCenter;
                m_textMesh.fontSize = 16;

                StartCoroutine(DisplayTextMeshFloatingText());
            }

        }
        void Awake()
        {
            if (!enabled)
                return;

            m_camera = Camera.main;
            //Debug.Log("w:" + Screen.width + " h:" + Screen.height);

            GameObject frameCounter = new GameObject("Frame Counter");
            m_frameCounter_transform = frameCounter.transform;
            m_frameCounter_transform.parent = m_camera.transform;
            m_frameCounter_transform.localRotation = Quaternion.identity;


            m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
            m_TextMeshPro.font = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont;
            m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Overlay", typeof(Material)) as Material;

            m_TextMeshPro.fontSize = 48;
            //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128);
            //m_TextMeshPro.edgeWidth = .15f;      
            m_TextMeshPro.isOverlay = true;

            //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0);
            //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255);
            //m_TextMeshPro.FontMaterial.renderQueue = 4000;

            //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f));
            m_textContainer = frameCounter.GetComponent<TextContainer>();

            Set_FrameCounter_Position(AnchorPosition);
            last_AnchorPosition = AnchorPosition;


        }
        void DrawBounds(TextMeshPro text)
        {
            // Get Bottom Left and Top Right position of each word
            //Vector3 bottomLeft = text.transform.position - text.bounds.extents + text.bounds.center;
            //Vector3 topRight = text.transform.position + text.bounds.extents + text.bounds.center;
            Vector3 bottomLeft = text.renderer.bounds.center - text.renderer.bounds.extents;
            Vector3 topRight = text.renderer.bounds.center + text.renderer.bounds.extents;

            DrawRectangle(bottomLeft, topRight, new Color(1, 0.5f, 0));
        }
Example #6
0
        void OnEnable()
        {
            m_TextMeshPro = gameObject.GetComponent<TextMeshPro>();
            m_TextMeshProUI = gameObject.GetComponent<TextMeshProUGUI>();

            if (m_TextMeshPro != null) m_textObjectType = objectType.TextMeshPro;
            else if (m_TextMeshProUI != null) m_textObjectType = objectType.TextMeshProUI;
            else m_textObjectType = objectType.None;

            if (m_Transform == null)
                m_Transform = gameObject.GetComponent<Transform>();
        }
        void Start()
        {
            if (SpawnType == 0)
            {
                // TextMesh Pro Implementation
                m_textMeshPro = m_floatingText.AddComponent<TextMeshPro>();
                m_textContainer = m_floatingText.GetComponent<TextContainer>();
                
                m_floatingText_Transform = m_floatingText.transform;
                m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);

                m_textContainer.isAutoFitting = false;
                //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource.
                //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF 1", typeof(Material)) as Material;
                //m_textContainer.anchorPosition = TextContainerAnchors.Bottom;
                m_textMeshPro.alignment = TextAlignmentOptions.Center;
                m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMeshPro.fontSize = 24;
                //m_textMeshPro.enableExtraPadding = true;
                //m_textMeshPro.enableShadows = false;
                m_textMeshPro.text = string.Empty;

                StartCoroutine(DisplayTextMeshProFloatingText());
            }
            else if (SpawnType == 1)
            {
                //Debug.Log("Spawning TextMesh Objects.");

                m_floatingText_Transform = m_floatingText.transform;
                m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0);

                m_textMesh = m_floatingText.AddComponent<TextMesh>();
                m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
                m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255);
                m_textMesh.anchor = TextAnchor.LowerCenter;
                m_textMesh.fontSize = 24;

                StartCoroutine(DisplayTextMeshFloatingText());
            }
            else if (SpawnType == 2)
            {

            }

        }
Example #8
0
        //private char[] m_chars;


        void Start()
        {
            // Add new TextMesh Pro Component
            m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
            //m_textContainer = GetComponent<TextContainer>();

            // Load the Font Asset to be used.
            //m_FontAsset = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TextMeshProFont)) as TextMeshProFont;
            //m_textMeshPro.font = m_FontAsset;

            // Assign Material to TextMesh Pro Component
            //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Bevel", typeof(Material)) as Material;
            //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
            // Set various font settings.
            m_textMeshPro.fontSize = 48;

            //m_textMeshPro.anchor = AnchorPositions.Center;
            m_textMeshPro.alignment = TextAlignmentOptions.Center;
            //m_textMeshPro.anchorDampening = true;
            //m_textMeshPro.enableAutoSizing = true;
            //textMeshPro.lineJustification = LineJustificationTypes.Center; 
            //textMeshPro.characterSpacing = 0.2f;
            //m_textMeshPro.enableCulling = true;
            m_textMeshPro.enableWordWrapping = false; 
            //textMeshPro.lineLength = 60;

            //textMeshPro.fontColor = new Color32(255, 255, 255, 255);

            /*
            for (int i = 0; i <= 1000000; i++)
            {
        
                m_textMeshPro.SetText(label, i % 1000);
       
                // Example to test the .char function.
                //m_chars = (i % 100).ToString().ToCharArray();
                //textMeshPro.chars = m_chars;
                         
                yield return new WaitForSeconds(0.1f);
            }
            */
        }
        void Awake()
        {
            if (!enabled)
                return;

            m_camera = Camera.main;
            Application.targetFrameRate = -1;

            GameObject frameCounter = new GameObject("Frame Counter");

            m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
            m_TextMeshPro.font = Resources.Load("Fonts & Materials/ARIAL SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
            m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/ARIAL SDF Overlay", typeof(Material)) as Material;


            m_frameCounter_transform = frameCounter.transform;
            m_frameCounter_transform.SetParent(m_camera.transform);
            m_frameCounter_transform.localRotation = Quaternion.identity;

            m_TextMeshPro.enableWordWrapping = false;
            m_TextMeshPro.fontSize = 24;
            //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128);
            //m_TextMeshPro.edgeWidth = .15f;
            m_TextMeshPro.isOverlay = true;

            //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0);
            //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255);
            //m_TextMeshPro.FontMaterial.renderQueue = 4000;

            //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f));
            m_textContainer = frameCounter.GetComponent<TextContainer>();

            Set_FrameCounter_Position(AnchorPosition);
            last_AnchorPosition = AnchorPosition;


        }
        /// <summary>
        /// Method to draw a rectangle around each character.
        /// </summary>
        /// <param name="text"></param>
        void DrawCharacters(TextMeshPro text)
        {
            TMP_TextInfo textInfo = text.textInfo;

            for (int i = 0; i < textInfo.characterCount; i++)
            {
                // Draw visible as well as invisible characters
                TMP_CharacterInfo cInfo = textInfo.characterInfo[i];

                bool isCharacterVisible = i >= text.maxVisibleCharacters ||
                                          cInfo.lineNumber >= text.maxVisibleLines ||
                                          (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;

                if (!isCharacterVisible) continue;

                // Get Bottom Left and Top Right position of the current character
                Vector3 bottomLeft = m_Transform.TransformPoint(cInfo.bottomLeft);
                Vector3 topLeft = m_Transform.TransformPoint(new Vector3(cInfo.topLeft.x, cInfo.topLeft.y, 0));
                Vector3 topRight = m_Transform.TransformPoint(cInfo.topRight);
                Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(cInfo.bottomRight.x, cInfo.bottomRight.y, 0));

                Color color = cInfo.isVisible ? Color.yellow : Color.grey;
                DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, color);

                // Draw Ascender & Descender for each character.
                Vector3 ascenderStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, cInfo.ascender, 0)).y, 0);
                Vector3 ascenderEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, cInfo.ascender, 0)).y, 0);
                Vector3 descenderStart = new Vector3(bottomLeft.x, m_Transform.TransformPoint(new Vector3(0, cInfo.descender, 0)).y, 0);
                Vector3 descenderEnd = new Vector3(bottomRight.x, m_Transform.TransformPoint(new Vector3(0, cInfo.descender, 0)).y, 0);

                Gizmos.color = Color.cyan;
                Gizmos.DrawLine(ascenderStart, ascenderEnd);
                Gizmos.DrawLine(descenderStart, descenderEnd);

            }
        }
Example #11
0
        /// <summary>
        /// Method revealing the text one word at a time.
        /// </summary>
        /// <returns></returns>
        IEnumerator RevealWords(TextMeshPro textComponent)
        {
            int totalWordCount = textComponent.textInfo.wordCount;
            int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object
            int counter = 0;
            int currentWord = 0;
            int visibleCount = 0;

            while (true)
            {
                currentWord = counter % (totalWordCount + 1);

                // Get last character index for the current word.
                if (currentWord == 0) // Display no words.
                    visibleCount = 0;
                else if (currentWord < totalWordCount) // Display all other words with the exception of the last one.
                    visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1;
                else if (currentWord == totalWordCount) // Display last word and all remaining characters.
                    visibleCount = totalVisibleCharacters;

                textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?

                // Once the last character has been revealed, wait 1.0 second and start over.
                if (visibleCount >= totalVisibleCharacters)
                {
                    yield return new WaitForSeconds(1.0f);
                }

                counter += 1;

                yield return new WaitForSeconds(0.1f);
            }
        }
Example #12
0
 private void Awake()
 {
     DontDestroyOnLoad(gameObject);
     textMeshPro = GetComponent <TextMeshPro>();
 }
Example #13
0
        public void OnEnable()
        {
            // Initialize the Event Listener for Undo Events.
            Undo.undoRedoPerformed += OnUndoRedo;
            //Undo.postprocessModifications += OnUndoRedoEvent;   
      
            text_prop = serializedObject.FindProperty("m_text");
            fontAsset_prop = serializedObject.FindProperty("m_fontAsset");

            fontSize_prop = serializedObject.FindProperty("m_fontSize");
            fontColor_prop = serializedObject.FindProperty("m_fontColor");
            characterSpacing_prop = serializedObject.FindProperty("m_characterSpacing");
            lineLength_prop = serializedObject.FindProperty("m_lineLength");
            //textRectangle_prop = serializedObject.FindProperty("m_textRectangle");
            lineSpacing_prop = serializedObject.FindProperty("m_lineSpacing");
            lineJustification_prop = serializedObject.FindProperty("m_lineJustification");
            anchorPosition_prop = serializedObject.FindProperty("m_anchor");
            horizontalMapping_prop = serializedObject.FindProperty("m_horizontalMapping");
            verticalMapping_prop = serializedObject.FindProperty("m_verticalMapping");
            enableKerning_prop = serializedObject.FindProperty("m_enableKerning");
            overrideHtmlColor_prop = serializedObject.FindProperty("m_overrideHtmlColors");
            enableWordWrapping_prop = serializedObject.FindProperty("m_enableWordWrapping");
            wordWrappingRatios_prop = serializedObject.FindProperty("m_wordWrappingRatios");

            isOrthographic_prop = serializedObject.FindProperty("m_isOrthographic");

            havePropertiesChanged_prop = serializedObject.FindProperty("havePropertiesChanged");
            inputSource_prop = serializedObject.FindProperty("m_inputSource");
            isInputPasingRequired_prop = serializedObject.FindProperty("isInputParsingRequired");
            isAffectingWordWrapping_prop = serializedObject.FindProperty("isAffectingWordWrapping");
            enableExtraPadding_prop = serializedObject.FindProperty("m_enableExtraPadding");
            isRichText_prop = serializedObject.FindProperty("m_isRichText");
            checkPaddingRequired_prop = serializedObject.FindProperty("checkPaddingRequired");

            //isMaskUpdateRequired_prop = serializedObject.FindProperty("isMaskUpdateRequired");
            //mask_prop = serializedObject.FindProperty("m_mask");
            //maskOffset_prop= serializedObject.FindProperty("m_maskOffset");
            //maskOffsetMode_prop = serializedObject.FindProperty("m_maskOffsetMode");
            //maskSoftness_prop = serializedObject.FindProperty("m_maskSoftness");
            //vertexOffset_prop = serializedObject.FindProperty("m_vertexOffset");

            sortingLayerID_prop = serializedObject.FindProperty("m_sortingLayerID");
            sortingOrder_prop = serializedObject.FindProperty("m_sortingOrder");

            hasFontAssetChanged_prop = serializedObject.FindProperty("hasFontAssetChanged");

            // Find to location of the TextMesh Pro Asset Folder (as users may have moved it)
            string tmproAssetFolderPath = TMPro_EditorUtility.GetAssetLocation();        

            if (EditorGUIUtility.isProSkin)
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_DarkSkin.guiskin", typeof(GUISkin)) as GUISkin;
            else
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_LightSkin.guiskin", typeof(GUISkin)) as GUISkin;

            if (mySkin != null)
            {
                Section_Label = mySkin.FindStyle("Section Label");
                //Group_Label = mySkin.FindStyle("Group Label");
                textAreaBox = mySkin.FindStyle("Text Area Box (Editor)");
            }

            m_textMeshProScript = (TextMeshPro)target;
            m_transform = Selection.activeGameObject.transform;
            m_renderer = Selection.activeGameObject.renderer;

            //m_updateManager = Camera.main.gameObject.GetComponent<TMPro_UpdateManager>();
        }
 private void Start()
 {
     _netMqListener = new NetMqListener(HandleMessage, ip, port);
     _netMqListener.Start();
     myText = GameObject.Find("AngleText").GetComponent <TextMeshPro>();
 }
Example #15
0
 private void Awake()
 {
     pc            = FindObjectOfType <PlayerController>();
     tmp           = GetComponentInChildren <TextMeshPro>();
     originalScale = transform.localScale;
 }
Example #16
0
 public void Initialisation()
 {
     mainIcon    = gameObject.transform.GetChild(0).GetComponent <SpriteRenderer>();
     description = gameObject.transform.GetChild(1).GetComponent <TextMeshPro>();
 }
Example #17
0
 private void Awake()
 {
     _textMesh = GetComponent <TextMeshPro>();
 }
Example #18
0
 // Start is called before the first frame update
 void Start()
 {
     text      = GetComponent <TextMeshPro>();
     textColor = text.color;
 }
Example #19
0
        void Start()
        {
            for (int i = 0; i < NumberOfNPC; i++)
            {
                if (SpawnType == 0)
                {
                    // TextMesh Pro Implementation
                    GameObject go = new GameObject();
                    go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));

                    TextMeshPro textMeshPro = go.AddComponent <TextMeshPro>();

                    textMeshPro.autoSizeTextContainer = true;
                    textMeshPro.rectTransform.pivot   = new Vector2(0.5f, 0);

                    textMeshPro.alignment     = TextAlignmentOptions.Bottom;
                    textMeshPro.fontSize      = 96;
                    textMeshPro.enableKerning = false;

                    textMeshPro.color = new Color32(255, 255, 0, 255);
                    textMeshPro.text  = "!";

                    // Spawn Floating Text
                    floatingText_Script           = go.AddComponent <TextMeshProFloatingText>();
                    floatingText_Script.SpawnType = 0;
                }
                else if (SpawnType == 1)
                {
                    // TextMesh Implementation
                    GameObject go = new GameObject();
                    go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));

                    TextMesh textMesh = go.AddComponent <TextMesh>();
                    textMesh.font = Resources.Load <Font>("Fonts/ARIAL");
                    textMesh.GetComponent <Renderer>().sharedMaterial = textMesh.font.material;

                    textMesh.anchor   = TextAnchor.LowerCenter;
                    textMesh.fontSize = 96;

                    textMesh.color = new Color32(255, 255, 0, 255);
                    textMesh.text  = "!";

                    // Spawn Floating Text
                    floatingText_Script           = go.AddComponent <TextMeshProFloatingText>();
                    floatingText_Script.SpawnType = 1;
                }
                else if (SpawnType == 2)
                {
                    // Canvas WorldSpace Camera
                    GameObject go     = new GameObject();
                    Canvas     canvas = go.AddComponent <Canvas>();
                    canvas.worldCamera = Camera.main;

                    go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
                    go.transform.position   = new Vector3(Random.Range(-95f, 95f), 5f, Random.Range(-95f, 95f));

                    TextMeshProUGUI textObject = new GameObject().AddComponent <TextMeshProUGUI>();
                    textObject.rectTransform.SetParent(go.transform, false);

                    textObject.color     = new Color32(255, 255, 0, 255);
                    textObject.alignment = TextAlignmentOptions.Bottom;
                    textObject.fontSize  = 96;
                    textObject.text      = "!";

                    // Spawn Floating Text
                    floatingText_Script           = go.AddComponent <TextMeshProFloatingText>();
                    floatingText_Script.SpawnType = 0;
                }
            }
        }
 private void Awake()
 {
     textMesh = transform.GetComponent <TextMeshPro>();
 }
Example #21
0
 // Start is called before the first frame update
 void Start()
 {
     text         = GetComponentInChildren <TextMeshPro>();
     text.enabled = false;
 }
 private void Start()
 {
     ScoreCounter = gameObject.GetComponentInChildren <TextMeshPro>();
     UpdateScoreText();
 }
        /// <summary>
        /// Draw Rectangles around each lines of the text.
        /// </summary>
        /// <param name="text"></param>
        void DrawLines(TextMeshPro text)
        {
            TMP_TextInfo textInfo = text.textInfo;

            for (int i = 0; i < textInfo.lineCount; i++)
            {
                TMP_LineInfo lineInfo = textInfo.lineInfo[i];

                bool isLineVisible = (lineInfo.characterCount == 1 && textInfo.characterInfo[lineInfo.firstCharacterIndex].character == 10) ||
                                      i > text.maxVisibleLines ||
                                     (text.OverflowMode == TextOverflowModes.Page && textInfo.characterInfo[lineInfo.firstCharacterIndex].pageNumber + 1 != text.pageToDisplay) ? false : true;

                if (!isLineVisible) continue;

                //if (!ShowLinesOnlyVisibleCharacters)
                //{
                    // Get Bottom Left and Top Right position of each line
                    float ascender = lineInfo.ascender;
                    float descender = lineInfo.descender;
                    float baseline = lineInfo.baseline;
                    float maxAdvance = lineInfo.maxAdvance;
                    Vector3 bottomLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, descender, 0));
                    Vector3 topLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, ascender, 0));
                    Vector3 topRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, ascender, 0));
                    Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, descender, 0));

                    DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, Color.green);

                    Vector3 bottomOrigin = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin, descender, 0));
                    Vector3 topOrigin = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin, ascender, 0));
                    Vector3 bottomAdvance = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin + maxAdvance, descender, 0));
                    Vector3 topAdvance = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin + maxAdvance, ascender, 0));

                    DrawDottedRectangle(bottomOrigin, topOrigin, topAdvance, bottomAdvance, Color.green);

                    Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, baseline, 0));
                    Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, baseline, 0));

                    Gizmos.color = Color.cyan;
                    Gizmos.DrawLine(baselineStart, baselineEnd);

                    // Draw LineExtents
                    Gizmos.color = Color.grey;
                    Gizmos.DrawLine(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max));

                //}
                //else
                //{
                    //// Get Bottom Left and Top Right position of each line
                    //float ascender = lineInfo.ascender;
                    //float descender = lineInfo.descender;
                    //Vector3 bottomLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, descender, 0));
                    //Vector3 topLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, ascender, 0));
                    //Vector3 topRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, ascender, 0));
                    //Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, descender, 0));

                    //DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, Color.green);

                    //Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].baseLine, 0));
                    //Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].baseLine, 0));

                    //Gizmos.color = Color.cyan;
                    //Gizmos.DrawLine(baselineStart, baselineEnd);
                //}
            }
        }
        /// <summary>
        /// Method to draw rectangles around each word of the text.
        /// </summary>
        /// <param name="text"></param>
        void DrawWords(TextMeshPro text)
        {
            TMP_TextInfo textInfo = text.textInfo;

            for (int i = 0; i < textInfo.wordCount; i++)
            {
                TMP_WordInfo wInfo = textInfo.wordInfo[i];

                bool isBeginRegion = false;

                Vector3 bottomLeft = Vector3.zero;
                Vector3 topLeft = Vector3.zero;
                Vector3 bottomRight = Vector3.zero;
                Vector3 topRight = Vector3.zero;

                float maxAscender = -Mathf.Infinity;
                float minDescender = Mathf.Infinity;

                Color wordColor = Color.green;

                // Iterate through each character of the word
                for (int j = 0; j < wInfo.characterCount; j++)
                {
                    int characterIndex = wInfo.firstCharacterIndex + j;
                    TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex];
                    int currentLine = currentCharInfo.lineNumber;

                    bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
                                              currentCharInfo.lineNumber > text.maxVisibleLines ||
                                             (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;

                    // Track Max Ascender and Min Descender
                    maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
                    minDescender = Mathf.Min(minDescender, currentCharInfo.descender);

                    if (isBeginRegion == false && isCharacterVisible)
                    {
                        isBeginRegion = true;

                        bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
                        topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);

                        //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");

                        // If Word is one character
                        if (wInfo.characterCount == 1)
                        {
                            isBeginRegion = false;

                            topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
                            bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
                            bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
                            topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));

                            // Draw Region
                            DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);

                            //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                        }
                    }

                    // Last Character of Word
                    if (isBeginRegion && j == wInfo.characterCount - 1)
                    {
                        isBeginRegion = false;

                        topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
                        bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
                        topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));

                        // Draw Region
                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                    // If Word is split on more than one line.
                    else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber)
                    {
                        isBeginRegion = false;

                        topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
                        bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
                        topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));

                        // Draw Region
                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);
                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                        maxAscender = -Mathf.Infinity;
                        minDescender = Mathf.Infinity;

                    }
                }

                //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));
            }
        }
 private void Awake()
 {
     damageText = GetComponent <TextMeshPro>();
     transform.localPosition += offset; //shifts the position of the text spawn from the middle of the enemy
     Destroy(gameObject, destroyTime);  //destroy text after a certain time
 }
Example #26
0
        IEnumerator Start()
        {



            if (BenchmarkType == 0) // TextMesh Pro Component
            {
                m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
                m_textContainer = GetComponent<TextContainer>();
                m_textContainer.isAutoFitting = true;

                //m_textMeshPro.anchorDampening = true;

                if (TMProFont != null)
                    m_textMeshPro.font = TMProFont;

                //m_textMeshPro.font = Resources.Load("Fonts & Materials/IMPACT SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the IMPACT SDF exists before calling this...           
                //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/IMPACT SDF", typeof(Material)) as Material; // Same as above make sure this material exists.

                m_textMeshPro.fontSize = 48;
                m_textMeshPro.alignment = TextAlignmentOptions.Center;
                //m_textMeshPro.anchor = AnchorPositions.Center;
                m_textMeshPro.extraPadding = true;
                //m_textMeshPro.outlineWidth = 0.25f;
                //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
                //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
                //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
                //m_textMeshPro.enableWordWrapping = true;    
                //m_textMeshPro.lineLength = 60;          
                //m_textMeshPro.characterSpacing = 0.2f;
                //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);

                m_material01 = m_textMeshPro.font.material;
                m_material02 = Resources.Load("Fonts & Materials/ARIAL SDF BEVEL", typeof(Material)) as Material; // Make sure the IMPACT SDF exists before calling this...  


            }
            else if (BenchmarkType == 1) // TextMesh
            {
                m_textMesh = gameObject.AddComponent<TextMesh>();

                if (TextMeshFont != null)
                {
                    m_textMesh.font = TextMeshFont;
                    m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                }
                else
                {
                    m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
                    m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
                }

                m_textMesh.fontSize = 48;
                m_textMesh.anchor = TextAnchor.MiddleCenter;

                //m_textMesh.color = new Color32(255, 255, 0, 255);    
            }



            for (int i = 0; i <= 1000000; i++)
            {
                if (BenchmarkType == 0)
                {
                    m_textMeshPro.SetText(label01, i % 1000);
                    if (i % 1000 == 999)
                        m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;



                }
                else if (BenchmarkType == 1)
                    m_textMesh.text = label02 + (i % 1000).ToString();

                yield return null;
            }


            yield return null;
        }
 void Start()
 {
     levelText = GetComponent <TextMeshPro>();
 }
Example #28
0
 // Start is called before the first frame update
 void Start()
 {
     text = GetComponentInChildren<TextMeshPro>();
     //text.text = "Started";
 }
Example #29
0
 private void Start()
 {
     TextManager    = GetComponentInParent <TextManager>();
     text           = GetComponentInParent <TextMeshPro>();
     text.faceColor = new Color(1, 1, 1, currentAlpha);
 }
 private void Awake()
 {
     finalScoreText = finalScoreTextField.GetComponent <TextMeshPro>();
     bestScoreText  = bestScoreTextField.GetComponent <TextMeshPro>();
 }
Example #31
0
    // Update is called once per frame
    void Update()
    {
        if (!timerRegistered)
        {
            timerRegistered = GetComponent <GameManager>().StartTimer(requestEnd, GameManager.Games.Quiz);
        }
        if (!timerRegistered)
        {
            return;
        }

        float currentTime = Time.time;

        currentDelay -= Time.deltaTime;


        if (newQuestion)
        {
            newAnswer = true;
            int newQuestionIndex = (int)Math.Round((db.categories[categoryIndex].questions.Length - 1) * UnityEngine.Random.value);
            while (answeredQuestions.Contains(newQuestionIndex))
            {
                newQuestionIndex = (int)Math.Round((db.categories[categoryIndex].questions.Length - 1) * UnityEngine.Random.value);
            }
            questionIndex = newQuestionIndex;

            currentQuestion = db.categories[categoryIndex].questions[questionIndex];

            TextMeshPro questionTextComp = questionObj.GetComponent <TextMeshPro>();
            questionTextComp.text = currentQuestion.questionText;

            answerPermutation.Clear();
            answerPermutation.Add(0);
            for (int i = 0; i < currentQuestion.wrongAnswers.Length; ++i)
            {
                answerPermutation.Add(i + 1);
            }
            System.Random r = new System.Random();
            answerPermutation = ShuffleList <int>(answerPermutation);

            questionStartTime = currentTime;
            newQuestion       = false;
        }

        if (newAnswer)
        {
            answerStartTime = currentTime;
            answerIndex    += 1;
            answerIndex     = answerIndex % (currentQuestion.wrongAnswers.Length + 1);

            newAnswer = false;
        }

        string answerText;

        if ((int)answerPermutation[answerIndex] == 0)
        {
            answerText = currentQuestion.rightAnswer;
        }
        else
        {
            answerText = currentQuestion.wrongAnswers[(int)answerPermutation[answerIndex] - 1];
        }

        answerAObj.GetComponent <TextMeshPro>().text = answerText;
        if (!GameManager.CanCaptureInput && !endRequested)
        {
            return;
        }
        if ((Input.GetKeyDown(KeyCode.A) ||
             Input.GetKeyDown(KeyCode.W) ||
             Input.GetKeyDown(KeyCode.S) ||
             Input.GetKeyDown(KeyCode.D) ||
             Input.GetButtonDown("Fire1_S")) && currentDelay <= 0)
        {
            newQuestion = true;
            if (0 == (int)answerPermutation[answerIndex]) //correct answer
            {
                studentScore += 1;
                GameManager.musicManager.ActionSound(MusicManager.ActionSounds.RightAnswer);
                studentScoreObj.GetComponent <TextMeshPro>().text = studentScore.ToString();
            }
            else
            {
                teacherScore += 1;
                GameManager.musicManager.ActionSound(MusicManager.ActionSounds.WrongAnswer);
                teacherScoreObj.GetComponent <TextMeshPro>().text = teacherScore.ToString();
            }

            answeredQuestions.Add(questionIndex);
            if (answeredQuestions.Count >= db.categories[categoryIndex].questions.Length)
            {
                answeredQuestions.Clear();
            }
        }
        else if ((Input.GetKeyDown(KeyCode.UpArrow) ||
                  Input.GetKeyDown(KeyCode.DownArrow) ||
                  Input.GetKeyDown(KeyCode.LeftArrow) ||
                  Input.GetKeyDown(KeyCode.RightArrow) ||
                  Input.GetButtonDown("Fire1_L")) && currentDelay <= 0)
        {
            newQuestion = true;
            if (0 == (int)answerPermutation[answerIndex]) //correct answer
            {
                teacherScore += 1;
                GameManager.musicManager.ActionSound(MusicManager.ActionSounds.RightAnswer);
                teacherScoreObj.GetComponent <TextMeshPro>().text = teacherScore.ToString();
            }
            else
            {
                studentScore += 1;
                GameManager.musicManager.ActionSound(MusicManager.ActionSounds.WrongAnswer);
                studentScoreObj.GetComponent <TextMeshPro>().text = studentScore.ToString();
            }
            answeredQuestions.Add(questionIndex);
            if (answeredQuestions.Count >= db.categories[categoryIndex].questions.Length)
            {
                answeredQuestions.Clear();
            }
        }

        if (currentTime - answerStartTime > secondsPerAnswer)
        {
            newAnswer = true;
        }
        if (studentScore >= scoreToWin || teacherScore >= scoreToWin)
        {
            endRequested = true;
        }
        if (Input.GetKeyDown(KeyCode.Z))
        {
            GetComponent <GameManager>().EndMinigame(null);
        }
        if (newQuestion)
        {
            currentDelay = delayAfterAnswer;
        }

        if (endRequested)
        {
            if (teacherScore == studentScore)
            {
                GetComponent <GameManager>().StopTimer();
                GetComponent <GameManager>().EndMinigame(null);
            }
            else if (teacherScore < studentScore)
            {
                GetComponent <GameManager>().StopTimer();
                GetComponent <GameManager>().EndMinigame(true);
            }
            else
            {
                GetComponent <GameManager>().StopTimer();
                GetComponent <GameManager>().EndMinigame(false);
            }
        }
    }
Example #32
0
 protected override void Awake()
 {
     base.Awake();
     _text = GetComponentInChildren <TextMeshPro>();
 }
Example #33
0
        public void OnEnable()
        {
            // Initialize the Event Listener for Undo Events.
            Undo.undoRedoPerformed += OnUndoRedo;
            //Undo.postprocessModifications += OnUndoRedoEvent;

            text_prop      = serializedObject.FindProperty("m_text");
            fontAsset_prop = serializedObject.FindProperty("m_fontAsset");

            fontSize_prop         = serializedObject.FindProperty("m_fontSize");
            fontColor_prop        = serializedObject.FindProperty("m_fontColor");
            characterSpacing_prop = serializedObject.FindProperty("m_characterSpacing");
            lineLength_prop       = serializedObject.FindProperty("m_lineLength");
            //textRectangle_prop = serializedObject.FindProperty("m_textRectangle");
            lineSpacing_prop        = serializedObject.FindProperty("m_lineSpacing");
            lineJustification_prop  = serializedObject.FindProperty("m_lineJustification");
            anchorPosition_prop     = serializedObject.FindProperty("m_anchor");
            horizontalMapping_prop  = serializedObject.FindProperty("m_horizontalMapping");
            verticalMapping_prop    = serializedObject.FindProperty("m_verticalMapping");
            enableKerning_prop      = serializedObject.FindProperty("m_enableKerning");
            overrideHtmlColor_prop  = serializedObject.FindProperty("m_overrideHtmlColors");
            enableWordWrapping_prop = serializedObject.FindProperty("m_enableWordWrapping");
            wordWrappingRatios_prop = serializedObject.FindProperty("m_wordWrappingRatios");

            isOrthographic_prop = serializedObject.FindProperty("m_isOrthographic");

            havePropertiesChanged_prop   = serializedObject.FindProperty("havePropertiesChanged");
            inputSource_prop             = serializedObject.FindProperty("m_inputSource");
            isInputPasingRequired_prop   = serializedObject.FindProperty("isInputParsingRequired");
            isAffectingWordWrapping_prop = serializedObject.FindProperty("isAffectingWordWrapping");
            enableExtraPadding_prop      = serializedObject.FindProperty("m_enableExtraPadding");
            isRichText_prop           = serializedObject.FindProperty("m_isRichText");
            checkPaddingRequired_prop = serializedObject.FindProperty("checkPaddingRequired");

            //isMaskUpdateRequired_prop = serializedObject.FindProperty("isMaskUpdateRequired");
            //mask_prop = serializedObject.FindProperty("m_mask");
            //maskOffset_prop= serializedObject.FindProperty("m_maskOffset");
            //maskOffsetMode_prop = serializedObject.FindProperty("m_maskOffsetMode");
            //maskSoftness_prop = serializedObject.FindProperty("m_maskSoftness");
            //vertexOffset_prop = serializedObject.FindProperty("m_vertexOffset");

            sortingLayerID_prop = serializedObject.FindProperty("m_sortingLayerID");
            sortingOrder_prop   = serializedObject.FindProperty("m_sortingOrder");

            hasFontAssetChanged_prop = serializedObject.FindProperty("hasFontAssetChanged");

            // Find to location of the TextMesh Pro Asset Folder (as users may have moved it)
            string tmproAssetFolderPath = TMPro_EditorUtility.GetAssetLocation();

            if (EditorGUIUtility.isProSkin)
            {
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_DarkSkin.guiskin", typeof(GUISkin)) as GUISkin;
            }
            else
            {
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_LightSkin.guiskin", typeof(GUISkin)) as GUISkin;
            }

            if (mySkin != null)
            {
                Section_Label = mySkin.FindStyle("Section Label");
                //Group_Label = mySkin.FindStyle("Group Label");
                textAreaBox = mySkin.FindStyle("Text Area Box (Editor)");
            }

            m_textMeshProScript = (TextMeshPro)target;
            m_transform         = Selection.activeGameObject.transform;
            m_renderer          = Selection.activeGameObject.renderer;

            //m_updateManager = Camera.main.gameObject.GetComponent<TMPro_UpdateManager>();
        }
Example #34
0
    // Start is called before the first frame update
    void Start()
    {
        source = GetComponent <AudioSource>();
        DateTime thisDay  = DateTime.Today;
        DateTime fakeDate = new DateTime(UnityEngine.Random.Range(1990, 2040), UnityEngine.Random.Range(1, 12), UnityEngine.Random.Range(1, 31));
        int      randNum1 = UnityEngine.Random.Range(0, 100);
        int      randNum2 = UnityEngine.Random.Range(0, 100);

        //Initializing questions
        string[] questions =
        {
            "Today's date is: ",
            randNum1.ToString() + " + " + randNum2.ToString() + " = ",
            (randNum1 % 10).ToString() + " * " + (randNum2 % 10).ToString() + " = ",
            "Today is: ",
            "Is this spelled correctly? \n",
            "Is this word spelled backwards? \n"
        };

        questionBox = GetComponent <TextMeshPro>();
        int    numQuestions = questions.Length;
        int    qIndex       = UnityEngine.Random.Range(0, numQuestions);
        string wrongString  = "";

        char[] reversed = { };
        //Dictionary of words

        string[] wordDict =
        {
            "elephant",
            "xenon",
            "racecar",
            "helium",
            "array",
            "tweet",
            "selfless",
            "sentences",
            "melon"
        };
        //Setting up misspell
        if (qIndex == 4)
        {
            char[] wrongArray;
            wrongString = wordDict[randNum1 % wordDict.Length];
            wrongArray  = wrongString.ToCharArray();
            wrongArray[randNum2 % wrongString.Length] = (char)UnityEngine.Random.Range(97, 122);
            wrongString = new string(wrongArray);
        }
        //Setting up reverse
        if (qIndex == 5)
        {
            reversed = wordDict[randNum1 % wordDict.Length].ToCharArray();
            Array.Reverse(reversed);
        }

        string[] correctAnswers =
        {
            thisDay.ToString("d"),
            (randNum1 + randNum2).ToString(),
            ((randNum1 % 10) * (randNum2 % 10)).ToString(),
            thisDay.ToString("dddd"),
            wordDict[randNum1 % wordDict.Length],
            new string(reversed)
        };

        string[] wrongAnswers =
        {
            fakeDate.ToString("d"),
            ((int)UnityEngine.Random.Range((randNum1 + randNum2) * .80f,              (randNum1 + randNum2) * 1.2f)).ToString(),
            ((int)UnityEngine.Random.Range(((randNum1 % 10) * (randNum2 % 10)) * .80f,((randNum1 % 10) * (randNum2 % 10)) * 1.2f)).ToString(),
            fakeDate.ToString("dddd"),
            wrongString,
            wordDict[randNum1 % wordDict.Length]
        };

        if (UnityEngine.Random.Range(0.0f, 1.0f) > .5f)
        {
            //give correct answer
            correct          = true;
            questionBox.text = questions[qIndex] + correctAnswers[qIndex];
            globalVars.win   = false;
        }
        else
        {
            //give wrong answer
            correct          = false;
            questionBox.text = questions[qIndex] + wrongAnswers[qIndex];
            globalVars.win   = true;
        }
        // If the wrong answer happens to equal the right answer change correct to True
        if (correctAnswers[qIndex] == wrongAnswers[qIndex])
        {
            correct        = true;
            globalVars.win = false;
        }
    }
        /// <summary>
        /// Draw rectangle around each of the links contained in the text.
        /// </summary>
        /// <param name="text"></param>
        void DrawLinks(TextMeshPro text)
        {
            TMP_TextInfo textInfo = text.textInfo;

            for (int i = 0; i < textInfo.linkCount; i++)
            {
                TMP_LinkInfo linkInfo = textInfo.linkInfo[i];

                bool isBeginRegion = false;

                Vector3 bottomLeft  = Vector3.zero;
                Vector3 topLeft     = Vector3.zero;
                Vector3 bottomRight = Vector3.zero;
                Vector3 topRight    = Vector3.zero;

                float maxAscender  = -Mathf.Infinity;
                float minDescender = Mathf.Infinity;

                Color32 linkColor = Color.cyan;

                // Iterate through each character of the link text
                for (int j = 0; j < linkInfo.linkTextLength; j++)
                {
                    int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
                    TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex];
                    int currentLine = currentCharInfo.lineNumber;

                    bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
                                              currentCharInfo.lineNumber > text.maxVisibleLines ||
                                              (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;

                    // Track Max Ascender and Min Descender
                    maxAscender  = Mathf.Max(maxAscender, currentCharInfo.ascender);
                    minDescender = Mathf.Min(minDescender, currentCharInfo.descender);

                    if (isBeginRegion == false && isCharacterVisible)
                    {
                        isBeginRegion = true;

                        bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
                        topLeft    = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);

                        //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");

                        // If Link is one character
                        if (linkInfo.linkTextLength == 1)
                        {
                            isBeginRegion = false;

                            topLeft     = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
                            bottomLeft  = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
                            bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
                            topRight    = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));

                            // Draw Region
                            DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);

                            //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                        }
                    }

                    // Last Character of Link
                    if (isBeginRegion && j == linkInfo.linkTextLength - 1)
                    {
                        isBeginRegion = false;

                        topLeft     = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
                        bottomLeft  = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
                        topRight    = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));

                        // Draw Region
                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);

                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                    // If Link is split on more than one line.
                    else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber)
                    {
                        isBeginRegion = false;

                        topLeft     = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
                        bottomLeft  = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
                        bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
                        topRight    = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));

                        // Draw Region
                        DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);

                        maxAscender  = -Mathf.Infinity;
                        minDescender = Mathf.Infinity;
                        //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
                    }
                }

                //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));
            }
        }
Example #36
0
        public void OnEnable()
        {
            //Debug.Log("OnEnable() for Inspector ID " + this.GetInstanceID() + " has been called.");

            // Initialize the Event Listener for Undo Events.
            Undo.undoRedoPerformed += OnUndoRedo;
            //Undo.postprocessModifications += OnUndoRedoEvent;

            text_prop = serializedObject.FindProperty("m_text");
            fontAsset_prop = serializedObject.FindProperty("m_fontAsset");

            fontStyle_prop = serializedObject.FindProperty("m_fontStyle");

            fontSize_prop = serializedObject.FindProperty("m_fontSize");
            fontSizeBase_prop = serializedObject.FindProperty("m_fontSizeBase");

            autoSizing_prop = serializedObject.FindProperty("m_enableAutoSizing");
            fontSizeMin_prop = serializedObject.FindProperty("m_fontSizeMin");
            fontSizeMax_prop = serializedObject.FindProperty("m_fontSizeMax");
            //charSpacingMax_prop = serializedObject.FindProperty("m_charSpacingMax");
            lineSpacingMax_prop = serializedObject.FindProperty("m_lineSpacingMax");
            charWidthMaxAdj_prop = serializedObject.FindProperty("m_charWidthMaxAdj");

            // Colors & Gradient
            fontColor_prop = serializedObject.FindProperty("m_fontColor");
            enableVertexGradient_prop = serializedObject.FindProperty ("m_enableVertexGradient");
            fontColorGradient_prop = serializedObject.FindProperty ("m_fontColorGradient");
            overrideHtmlColor_prop = serializedObject.FindProperty("m_overrideHtmlColors");

            characterSpacing_prop = serializedObject.FindProperty("m_characterSpacing");
            lineSpacing_prop = serializedObject.FindProperty("m_lineSpacing");
            paragraphSpacing_prop = serializedObject.FindProperty("m_paragraphSpacing");
            textAlignment_prop = serializedObject.FindProperty("m_textAlignment");

            horizontalMapping_prop = serializedObject.FindProperty("m_horizontalMapping");
            verticalMapping_prop = serializedObject.FindProperty("m_verticalMapping");
            uvOffset_prop = serializedObject.FindProperty("m_uvOffset");
            uvLineOffset_prop = serializedObject.FindProperty("m_uvLineOffset");

            enableWordWrapping_prop = serializedObject.FindProperty("m_enableWordWrapping");
            wordWrappingRatios_prop = serializedObject.FindProperty("m_wordWrappingRatios");
            textOverflowMode_prop = serializedObject.FindProperty("m_overflowMode");
            pageToDisplay_prop = serializedObject.FindProperty("m_pageToDisplay");

            enableKerning_prop = serializedObject.FindProperty("m_enableKerning");
            isOrthographic_prop = serializedObject.FindProperty("m_isOrthographic");
            //isOverlay_prop = serializedObject.FindProperty("m_isOverlay");

            havePropertiesChanged_prop = serializedObject.FindProperty("havePropertiesChanged");
            inputSource_prop = serializedObject.FindProperty("m_inputSource");
            isInputPasingRequired_prop = serializedObject.FindProperty("isInputParsingRequired");
            //isAffectingWordWrapping_prop = serializedObject.FindProperty("isAffectingWordWrapping");
            enableExtraPadding_prop = serializedObject.FindProperty("m_enableExtraPadding");
            isRichText_prop = serializedObject.FindProperty("m_isRichText");
            checkPaddingRequired_prop = serializedObject.FindProperty("checkPaddingRequired");

            //isMaskUpdateRequired_prop = serializedObject.FindProperty("isMaskUpdateRequired");
            //mask_prop = serializedObject.FindProperty("m_mask");
            //maskOffset_prop= serializedObject.FindProperty("m_maskOffset");
            //maskOffsetMode_prop = serializedObject.FindProperty("m_maskOffsetMode");
            //maskSoftness_prop = serializedObject.FindProperty("m_maskSoftness");
            //vertexOffset_prop = serializedObject.FindProperty("m_vertexOffset");

            //m_sortingLayerID = serializedObject.FindProperty("m_sortingLayerID");
            //m_sortingOrder = serializedObject.FindProperty("m_sortingOrder");

            hasFontAssetChanged_prop = serializedObject.FindProperty("hasFontAssetChanged");

            //renderer_prop = serializedObject.FindProperty("m_renderer");

            // Get the UI Skin and Styles for the various Editors
            TMP_UIStyleManager.GetUIStyles();

            m_textMeshProScript = target as TextMeshPro;
            //m_transform = Selection.activeGameObject.transform;
            m_renderer = m_textMeshProScript.GetComponent<Renderer>();
            //m_sortingLayerID = m_renderer.sortingLayerID;
            //m_sortingOrder = m_renderer.sortingOrder;
            //if (m_renderer.sharedMaterial != null)
            //    m_currentMaterial = m_renderer.sharedMaterial;

            //m_updateManager = Camera.main.gameObject.GetComponent<TMPro_UpdateManager>();
        }
        /// <summary>
        /// Draw Rectangles around each lines of the text.
        /// </summary>
        /// <param name="text"></param>
        void DrawLines(TextMeshPro text)
        {
            TMP_TextInfo textInfo = text.textInfo;

            for (int i = 0; i < textInfo.lineCount; i++)
            {
                TMP_LineInfo lineInfo = textInfo.lineInfo[i];

                bool isLineVisible = (lineInfo.characterCount == 1 && textInfo.characterInfo[lineInfo.firstCharacterIndex].character == 10) ||
                                     i > text.maxVisibleLines ||
                                     (text.OverflowMode == TextOverflowModes.Page && textInfo.characterInfo[lineInfo.firstCharacterIndex].pageNumber + 1 != text.pageToDisplay) ? false : true;

                if (!isLineVisible)
                {
                    continue;
                }

                //if (!ShowLinesOnlyVisibleCharacters)
                //{
                // Get Bottom Left and Top Right position of each line
                float   ascender    = lineInfo.ascender;
                float   descender   = lineInfo.descender;
                float   baseline    = lineInfo.baseline;
                float   maxAdvance  = lineInfo.maxAdvance;
                Vector3 bottomLeft  = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, descender, 0));
                Vector3 topLeft     = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, ascender, 0));
                Vector3 topRight    = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, ascender, 0));
                Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, descender, 0));

                DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, Color.green);

                Vector3 bottomOrigin  = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin, descender, 0));
                Vector3 topOrigin     = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin, ascender, 0));
                Vector3 bottomAdvance = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin + maxAdvance, descender, 0));
                Vector3 topAdvance    = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].origin + maxAdvance, ascender, 0));

                DrawDottedRectangle(bottomOrigin, topOrigin, topAdvance, bottomAdvance, Color.green);

                Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstCharacterIndex].bottomLeft.x, baseline, 0));
                Vector3 baselineEnd   = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastCharacterIndex].topRight.x, baseline, 0));

                Gizmos.color = Color.cyan;
                Gizmos.DrawLine(baselineStart, baselineEnd);

                // Draw LineExtents
                Gizmos.color = Color.grey;
                Gizmos.DrawLine(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max));

                //}
                //else
                //{
                //// Get Bottom Left and Top Right position of each line
                //float ascender = lineInfo.ascender;
                //float descender = lineInfo.descender;
                //Vector3 bottomLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, descender, 0));
                //Vector3 topLeft = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, ascender, 0));
                //Vector3 topRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, ascender, 0));
                //Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, descender, 0));

                //DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, Color.green);

                //Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].bottomLeft.x, textInfo.characterInfo[lineInfo.firstVisibleCharacterIndex].baseLine, 0));
                //Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].topRight.x, textInfo.characterInfo[lineInfo.lastVisibleCharacterIndex].baseLine, 0));

                //Gizmos.color = Color.cyan;
                //Gizmos.DrawLine(baselineStart, baselineEnd);
                //}
            }
        }
Example #38
0
 void Awake()
 {
     text = GetComponentInChildren <TextMeshPro>();
     spr  = GetComponent <SpriteRenderer>();
 }
Example #39
0
 void Start()
 {
     TextMesh      = gameObject.GetComponent <TextMeshPro>();
     TextMesh.text = "1週目";
 }
Example #40
0
 // Start is called before the first frame update
 void Start()
 {
     textMesh = GetComponent <TextMeshPro>();
 }
Example #41
0
 public void Start()
 {
     energy   = GetComponent <Energy>();
     _guiText = GameObject.FindGameObjectWithTag("ShieldModeText").GetComponent <TextMeshPro>();
 }
 // Use this for initialization
 void Awake()
 {
     _card = GetComponentInParent <Card>();
     _text = GetComponent <TextMeshPro>();
 }
Example #43
0
        private IEnumerator Start()
        {
            if (BenchmarkType == 0) // TextMesh Pro Component
            {
                m_textMeshPro = gameObject.AddComponent <TextMeshPro>();
                m_textMeshPro.autoSizeTextContainer = true;

                //m_textMeshPro.anchorDampening = true;

                if (TMProFont != null)
                {
                    m_textMeshPro.font = TMProFont;
                }

                //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
                //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.

                m_textMeshPro.fontSize  = 48;
                m_textMeshPro.alignment = TextAlignmentOptions.Center;
                //m_textMeshPro.anchor = AnchorPositions.Center;
                m_textMeshPro.extraPadding = true;
                //m_textMeshPro.outlineWidth = 0.25f;
                //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
                //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
                //m_textMeshPro.lineJustification = LineJustificationTypes.Center;
                m_textMeshPro.enableWordWrapping = false;
                //m_textMeshPro.lineLength = 60;
                //m_textMeshPro.characterSpacing = 0.2f;
                //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);

                m_material01 = m_textMeshPro.font.material;
                m_material02 =
                    Resources.Load <Material>(
                        "Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
            }
            else if (BenchmarkType == 1)                                       // TextMesh
            {
                m_textMesh = gameObject.AddComponent <TextMesh>();

                if (TextMeshFont != null)
                {
                    m_textMesh.font = TextMeshFont;
                    m_textMesh.GetComponent <Renderer>().sharedMaterial = m_textMesh.font.material;
                }
                else
                {
                    m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
                    m_textMesh.GetComponent <Renderer>().sharedMaterial = m_textMesh.font.material;
                }

                m_textMesh.fontSize = 48;
                m_textMesh.anchor   = TextAnchor.MiddleCenter;

                //m_textMesh.color = new Color32(255, 255, 0, 255);
            }


            for (var i = 0; i <= 1000000; i++)
            {
                if (BenchmarkType == 0)
                {
                    m_textMeshPro.SetText(label01, i % 1000);
                    if (i % 1000 == 999)
                    {
                        m_textMeshPro.fontSharedMaterial       = m_textMeshPro.fontSharedMaterial == m_material01
                            ? m_textMeshPro.fontSharedMaterial = m_material02
                            : m_textMeshPro.fontSharedMaterial = m_material01;
                    }
                }
                else if (BenchmarkType == 1)
                {
                    m_textMesh.text = label02 + (i % 1000);
                }

                yield return(null);
            }


            yield return(null);
        }
        public void OnEnable()
        {
            //Debug.Log("OnEnable() for Inspector ID " + this.GetInstanceID() + " has been called.");

            // Initialize the Event Listener for Undo Events.
            Undo.undoRedoPerformed += OnUndoRedo;
            //Undo.postprocessModifications += OnUndoRedoEvent;

            text_prop = serializedObject.FindProperty("m_text");
            fontAsset_prop = serializedObject.FindProperty("m_fontAsset");

            fontStyle_prop = serializedObject.FindProperty("m_fontStyle");

            fontSize_prop = serializedObject.FindProperty("m_fontSize");
            fontSizeBase_prop = serializedObject.FindProperty("m_fontSizeBase");

            autoSizing_prop = serializedObject.FindProperty("m_enableAutoSizing");
            fontSizeMin_prop = serializedObject.FindProperty("m_fontSizeMin");
            fontSizeMax_prop = serializedObject.FindProperty("m_fontSizeMax");
            charSpacingMax_prop = serializedObject.FindProperty("m_charSpacingMax");
            lineSpacingMax_prop = serializedObject.FindProperty("m_lineSpacingMax");

            // Colors & Gradient
            fontColor_prop = serializedObject.FindProperty("m_fontColor");
            enableVertexGradient_prop = serializedObject.FindProperty ("m_enableVertexGradient");
            fontColorGradient_prop = serializedObject.FindProperty ("m_fontColorGradient");
            overrideHtmlColor_prop = serializedObject.FindProperty("m_overrideHtmlColors");

            characterSpacing_prop = serializedObject.FindProperty("m_characterSpacing");
            lineSpacing_prop = serializedObject.FindProperty("m_lineSpacing");
            paragraphSpacing_prop = serializedObject.FindProperty("m_paragraphSpacing");
            textAlignment_prop = serializedObject.FindProperty("m_textAlignment");

            horizontalMapping_prop = serializedObject.FindProperty("m_horizontalMapping");
            verticalMapping_prop = serializedObject.FindProperty("m_verticalMapping");
            uvOffset_prop = serializedObject.FindProperty("m_uvOffset");
            uvLineOffset_prop = serializedObject.FindProperty("m_uvLineOffset");

            enableWordWrapping_prop = serializedObject.FindProperty("m_enableWordWrapping");
            wordWrappingRatios_prop = serializedObject.FindProperty("m_wordWrappingRatios");
            textOverflowMode_prop = serializedObject.FindProperty("m_overflowMode");

            enableKerning_prop = serializedObject.FindProperty("m_enableKerning");
            isOrthographic_prop = serializedObject.FindProperty("m_isOrthographic");
            //isOverlay_prop = serializedObject.FindProperty("m_isOverlay");

            havePropertiesChanged_prop = serializedObject.FindProperty("havePropertiesChanged");
            inputSource_prop = serializedObject.FindProperty("m_inputSource");
            isInputPasingRequired_prop = serializedObject.FindProperty("isInputParsingRequired");
            //isAffectingWordWrapping_prop = serializedObject.FindProperty("isAffectingWordWrapping");
            enableExtraPadding_prop = serializedObject.FindProperty("m_enableExtraPadding");
            isRichText_prop = serializedObject.FindProperty("m_isRichText");
            checkPaddingRequired_prop = serializedObject.FindProperty("checkPaddingRequired");

            //isMaskUpdateRequired_prop = serializedObject.FindProperty("isMaskUpdateRequired");
            //mask_prop = serializedObject.FindProperty("m_mask");
            //maskOffset_prop= serializedObject.FindProperty("m_maskOffset");
            //maskOffsetMode_prop = serializedObject.FindProperty("m_maskOffsetMode");
            //maskSoftness_prop = serializedObject.FindProperty("m_maskSoftness");
            //vertexOffset_prop = serializedObject.FindProperty("m_vertexOffset");

            //m_sortingLayerID = serializedObject.FindProperty("m_sortingLayerID");
            //m_sortingOrder = serializedObject.FindProperty("m_sortingOrder");

            hasFontAssetChanged_prop = serializedObject.FindProperty("hasFontAssetChanged");

            //renderer_prop = serializedObject.FindProperty("m_renderer");

            // Find to location of the TextMesh Pro Asset Folder (as users may have moved it)
            string tmproAssetFolderPath = TMPro_EditorUtility.GetAssetLocation();

            if (EditorGUIUtility.isProSkin)
            {
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_DarkSkin.guiskin", typeof(GUISkin)) as GUISkin;

                alignLeft = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignLeft.psd", typeof(Texture2D)) as Texture2D;
                alignCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignCenter.psd", typeof(Texture2D)) as Texture2D;
                alignRight = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignRight.psd", typeof(Texture2D)) as Texture2D;
                alignJustified = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignJustified.psd", typeof(Texture2D)) as Texture2D;
                alignTop = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignTop.psd", typeof(Texture2D)) as Texture2D;
                alignMiddle = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignMiddle.psd", typeof(Texture2D)) as Texture2D;
                alignBottom = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignBottom.psd", typeof(Texture2D)) as Texture2D;
                alignBaseline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignBaseLine.psd", typeof(Texture2D)) as Texture2D;
            }
            else
            {
                mySkin = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/TMPro_LightSkin.guiskin", typeof(GUISkin)) as GUISkin;

                alignLeft = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignLeft_Light.psd", typeof(Texture2D)) as Texture2D;
                alignCenter = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignCenter_Light.psd", typeof(Texture2D)) as Texture2D;
                alignRight = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignRight_Light.psd", typeof(Texture2D)) as Texture2D;
                alignJustified = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignJustified_Light.psd", typeof(Texture2D)) as Texture2D;
                alignTop = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignTop_Light.psd", typeof(Texture2D)) as Texture2D;
                alignMiddle = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignMiddle_Light.psd", typeof(Texture2D)) as Texture2D;
                alignBottom = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignBottom_Light.psd", typeof(Texture2D)) as Texture2D;
                alignBaseline = AssetDatabase.LoadAssetAtPath(tmproAssetFolderPath + "/GUISkins/Textures/btn_AlignBaseLine_Light.psd", typeof(Texture2D)) as Texture2D;
            }

            if (mySkin != null)
            {
                Section_Label = mySkin.FindStyle("Section Label");
                //Group_Label = mySkin.FindStyle("Group Label");
                textAreaBox = mySkin.FindStyle("Text Area Box (Editor)");

                alignContent_A = new GUIContent[] {
                    new GUIContent(alignLeft, "Left"),
                    new GUIContent(alignCenter, "Center"),
                    new GUIContent(alignRight, "Right"),
                    new GUIContent(alignJustified, "Justified") };

                alignContent_B = new GUIContent[] {
                    new GUIContent(alignTop, "Top"),
                    new GUIContent(alignMiddle, "Middle"),
                    new GUIContent(alignBottom, "Bottom"),
                    new GUIContent(alignBaseline, "Baseline") };

            }

            m_textMeshProScript = target as TextMeshPro;
            //m_transform = Selection.activeGameObject.transform;
            m_renderer = m_textMeshProScript.renderer;
            //m_sortingLayerID = m_renderer.sortingLayerID;
            //m_sortingOrder = m_renderer.sortingOrder;
            //if (m_renderer.sharedMaterial != null)
            //    m_currentMaterial = m_renderer.sharedMaterial;

            //m_updateManager = Camera.main.gameObject.GetComponent<TMPro_UpdateManager>();
        }
Example #45
0
 // Use this for initialization
 void OnEnable()
 {
     damageText = GetComponent <TextMeshPro>();
 }
Example #46
0
 //Text kText;
 // Start is called before the first frame update
 void Start()
 {
     KCValueText = GetComponent <TextMeshPro>();
     // kText = GetComponent<kText>();
 }
 /// <summary>
 /// Set the alpha for all colors on a text mesh pro object
 /// </summary>
 /// <param name="tmp">Text to change</param>
 /// <param name="alpha">New Alpha</param>
 public static void SetAlpha(this TextMeshPro tmp, float alpha)
 {
     tmp.color        = tmp.color.WithAlpha(alpha);
     tmp.faceColor    = tmp.faceColor.WithAlpha(alpha);
     tmp.outlineColor = tmp.outlineColor.WithAlpha(alpha);
 }