Commit 0f3088bc authored by gaorui's avatar gaorui
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labels:
- Mesh
- Text
- Rendering
- TextMesh
- TextMeshPro
- Font
- Dynamic
- Pro
- Fonts
- Advanced
- GUI
- Scene
- Styles
- Style
- Layout
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class Benchmark01 : MonoBehaviour
{
public int BenchmarkType = 0;
public TMP_FontAsset TMProFont;
public Font TextMeshFont;
private TextMeshPro m_textMeshPro;
private TextContainer m_textContainer;
private TextMesh m_textMesh;
private const string label01 = "The <#0050FF>count is: </color>{0}";
private const string label02 = "The <color=#0050FF>count is: </color>";
//private string m_string;
//private int m_frame;
private Material m_material01;
private Material m_material02;
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 (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 Update()
{
if (BenchmarkType == 0)
{
m_textMeshPro.text = (m_frame % 1000).ToString();
}
else if (BenchmarkType == 1)
{
m_textMesh.text = (m_frame % 1000).ToString();
}
m_frame += 1;
}
*/
}
}
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
namespace TMPro.Examples
{
public class Benchmark01_UGUI : MonoBehaviour
{
public int BenchmarkType = 0;
public Canvas canvas;
public TMP_FontAsset TMProFont;
public Font TextMeshFont;
private TextMeshProUGUI m_textMeshPro;
//private TextContainer m_textContainer;
private Text m_textMesh;
private const string label01 = "The <#0050FF>count is: </color>";
private const string label02 = "The <color=#0050FF>count is: </color>";
//private const string label01 = "TextMesh <#0050FF>Pro!</color> The count is: {0}";
//private const string label02 = "Text Mesh<color=#0050FF> The count is: </color>";
//private string m_string;
//private int m_frame;
private Material m_material01;
private Material m_material02;
IEnumerator Start()
{
if (BenchmarkType == 0) // TextMesh Pro Component
{
m_textMeshPro = gameObject.AddComponent<TextMeshProUGUI>();
//m_textContainer = GetComponent<TextContainer>();
//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 = 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<Material>("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this...
}
else if (BenchmarkType == 1) // TextMesh
{
m_textMesh = gameObject.AddComponent<Text>();
if (TextMeshFont != null)
{
m_textMesh.font = TextMeshFont;
//m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
}
else
{
//m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
//m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
}
m_textMesh.fontSize = 48;
m_textMesh.alignment = TextAnchor.MiddleCenter;
//m_textMesh.color = new Color32(255, 255, 0, 255);
}
for (int i = 0; i <= 1000000; i++)
{
if (BenchmarkType == 0)
{
m_textMeshPro.text = 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 Update()
{
if (BenchmarkType == 0)
{
m_textMeshPro.text = (m_frame % 1000).ToString();
}
else if (BenchmarkType == 1)
{
m_textMesh.text = (m_frame % 1000).ToString();
}
m_frame += 1;
}
*/
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class Benchmark02 : MonoBehaviour
{
public int SpawnType = 0;
public int NumberOfNPC = 12;
public bool IsTextObjectScaleStatic;
private TextMeshProFloatingText floatingText_Script;
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 = "!";
textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
// Spawn Floating Text
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
floatingText_Script.SpawnType = 0;
floatingText_Script.IsTextObjectScaleStatic = IsTextObjectScaleStatic;
}
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;
}
}
}
}
}
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using UnityEngine;
using System.Collections;
using UnityEngine.TextCore.LowLevel;
namespace TMPro.Examples
{
public class Benchmark03 : MonoBehaviour
{
public enum BenchmarkType { TMP_SDF_MOBILE = 0, TMP_SDF__MOBILE_SSD = 1, TMP_SDF = 2, TMP_BITMAP_MOBILE = 3, TEXTMESH_BITMAP = 4 }
public int NumberOfSamples = 100;
public BenchmarkType Benchmark;
public Font SourceFont;
void Awake()
{
}
void Start()
{
TMP_FontAsset fontAsset = null;
// Create Dynamic Font Asset for the given font file.
switch (Benchmark)
{
case BenchmarkType.TMP_SDF_MOBILE:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
break;
case BenchmarkType.TMP_SDF__MOBILE_SSD:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD");
break;
case BenchmarkType.TMP_SDF:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field");
break;
case BenchmarkType.TMP_BITMAP_MOBILE:
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic);
break;
}
for (int i = 0; i < NumberOfSamples; i++)
{
switch (Benchmark)
{
case BenchmarkType.TMP_SDF_MOBILE:
case BenchmarkType.TMP_SDF__MOBILE_SSD:
case BenchmarkType.TMP_SDF:
case BenchmarkType.TMP_BITMAP_MOBILE:
{
GameObject go = new GameObject();
go.transform.position = new Vector3(0, 1.2f, 0);
TextMeshPro textComponent = go.AddComponent<TextMeshPro>();
textComponent.font = fontAsset;
textComponent.fontSize = 128;
textComponent.text = "@";
textComponent.alignment = TextAlignmentOptions.Center;
textComponent.color = new Color32(255, 255, 0, 255);
if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE)
textComponent.fontSize = 132;
}
break;
case BenchmarkType.TEXTMESH_BITMAP:
{
GameObject go = new GameObject();
go.transform.position = new Vector3(0, 1.2f, 0);
TextMesh textMesh = go.AddComponent<TextMesh>();
textMesh.GetComponent<Renderer>().sharedMaterial = SourceFont.material;
textMesh.font = SourceFont;
textMesh.anchor = TextAnchor.MiddleCenter;
textMesh.fontSize = 130;
textMesh.color = new Color32(255, 255, 0, 255);
textMesh.text = "@";
}
break;
}
}
}
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class Benchmark04 : MonoBehaviour
{
public int SpawnType = 0;
public int MinPointSize = 12;
public int MaxPointSize = 64;
public int Steps = 4;
private Transform m_Transform;
//private TextMeshProFloatingText floatingText_Script;
//public Material material;
void Start()
{
m_Transform = transform;
float lineHeight = 0;
float orthoSize = Camera.main.orthographicSize = Screen.height / 2;
float ratio = (float)Screen.width / Screen.height;
for (int i = MinPointSize; i <= MaxPointSize; i += Steps)
{
if (SpawnType == 0)
{
// TextMesh Pro Implementation
GameObject go = new GameObject("Text - " + i + " Pts");
if (lineHeight > orthoSize * 2) return;
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0);
TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
//textMeshPro.fontSharedMaterial = material;
//textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
//textMeshPro.anchor = AnchorPositions.Left;
textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f);
textMeshPro.enableWordWrapping = false;
textMeshPro.extraPadding = true;
textMeshPro.isOrthographic = true;
textMeshPro.fontSize = i;
textMeshPro.text = i + " pts - Lorem ipsum dolor sit...";
textMeshPro.color = new Color32(255, 255, 255, 255);
lineHeight += i;
}
else
{
// TextMesh Implementation
// Causes crashes since atlas needed exceeds 4096 X 4096
/*
GameObject go = new GameObject("Arial " + i);
//if (lineHeight > orthoSize * 2 * 0.9f) return;
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1);
TextMesh textMesh = go.AddComponent<TextMesh>();
textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
textMesh.renderer.sharedMaterial = textMesh.font.material;
textMesh.anchor = TextAnchor.MiddleLeft;
textMesh.fontSize = i * 10;
textMesh.color = new Color32(255, 255, 255, 255);
textMesh.text = i + " pts - Lorem ipsum dolor sit...";
lineHeight += i;
*/
}
}
}
}
}
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class CameraController : MonoBehaviour
{
public enum CameraModes { Follow, Isometric, Free }
private Transform cameraTransform;
private Transform dummyTarget;
public Transform CameraTarget;
public float FollowDistance = 30.0f;
public float MaxFollowDistance = 100.0f;
public float MinFollowDistance = 2.0f;
public float ElevationAngle = 30.0f;
public float MaxElevationAngle = 85.0f;
public float MinElevationAngle = 0f;
public float OrbitalAngle = 0f;
public CameraModes CameraMode = CameraModes.Follow;
public bool MovementSmoothing = true;
public bool RotationSmoothing = false;
private bool previousSmoothing;
public float MovementSmoothingValue = 25f;
public float RotationSmoothingValue = 5.0f;
public float MoveSensitivity = 2.0f;
private Vector3 currentVelocity = Vector3.zero;
private Vector3 desiredPosition;
private float mouseX;
private float mouseY;
private Vector3 moveVector;
private float mouseWheel;
// Controls for Touches on Mobile devices
//private float prev_ZoomDelta;
private const string event_SmoothingValue = "Slider - Smoothing Value";
private const string event_FollowDistance = "Slider - Camera Zoom";
void Awake()
{
if (QualitySettings.vSyncCount > 0)
Application.targetFrameRate = 60;
else
Application.targetFrameRate = -1;
if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
Input.simulateMouseWithTouches = false;
cameraTransform = transform;
previousSmoothing = MovementSmoothing;
}
// Use this for initialization
void Start()
{
if (CameraTarget == null)
{
// If we don't have a target (assigned by the player, create a dummy in the center of the scene).
dummyTarget = new GameObject("Camera Target").transform;
CameraTarget = dummyTarget;
}
}
// Update is called once per frame
void LateUpdate()
{
GetPlayerInput();
// Check if we still have a valid target
if (CameraTarget != null)
{
if (CameraMode == CameraModes.Isometric)
{
desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0, 0, -FollowDistance);
}
else if (CameraMode == CameraModes.Follow)
{
desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * (new Vector3(0, 0, -FollowDistance)));
}
else
{
// Free Camera implementation
}
if (MovementSmoothing == true)
{
// Using Smoothing
cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime);
//cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, Time.deltaTime * 5.0f);
}
else
{
// Not using Smoothing
cameraTransform.position = desiredPosition;
}
if (RotationSmoothing == true)
cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime);
else
{
cameraTransform.LookAt(CameraTarget);
}
}
}
void GetPlayerInput()
{
moveVector = Vector3.zero;
// Check Mouse Wheel Input prior to Shift Key so we can apply multiplier on Shift for Scrolling
mouseWheel = Input.GetAxis("Mouse ScrollWheel");
float touchCount = Input.touchCount;
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || touchCount > 0)
{
mouseWheel *= 10;
if (Input.GetKeyDown(KeyCode.I))
CameraMode = CameraModes.Isometric;
if (Input.GetKeyDown(KeyCode.F))
CameraMode = CameraModes.Follow;
if (Input.GetKeyDown(KeyCode.S))
MovementSmoothing = !MovementSmoothing;
// Check for right mouse button to change camera follow and elevation angle
if (Input.GetMouseButton(1))
{
mouseY = Input.GetAxis("Mouse Y");
mouseX = Input.GetAxis("Mouse X");
if (mouseY > 0.01f || mouseY < -0.01f)
{
ElevationAngle -= mouseY * MoveSensitivity;
// Limit Elevation angle between min & max values.
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
}
if (mouseX > 0.01f || mouseX < -0.01f)
{
OrbitalAngle += mouseX * MoveSensitivity;
if (OrbitalAngle > 360)
OrbitalAngle -= 360;
if (OrbitalAngle < 0)
OrbitalAngle += 360;
}
}
// Get Input from Mobile Device
if (touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
{
Vector2 deltaPosition = Input.GetTouch(0).deltaPosition;
// Handle elevation changes
if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f)
{
ElevationAngle -= deltaPosition.y * 0.1f;
// Limit Elevation angle between min & max values.
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
}
// Handle left & right
if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f)
{
OrbitalAngle += deltaPosition.x * 0.1f;
if (OrbitalAngle > 360)
OrbitalAngle -= 360;
if (OrbitalAngle < 0)
OrbitalAngle += 360;
}
}
// Check for left mouse button to select a new CameraTarget or to reset Follow position
if (Input.GetMouseButton(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 300, 1 << 10 | 1 << 11 | 1 << 12 | 1 << 14))
{
if (hit.transform == CameraTarget)
{
// Reset Follow Position
OrbitalAngle = 0;
}
else
{
CameraTarget = hit.transform;
OrbitalAngle = 0;
MovementSmoothing = previousSmoothing;
}
}
}
if (Input.GetMouseButton(2))
{
if (dummyTarget == null)
{
// We need a Dummy Target to anchor the Camera
dummyTarget = new GameObject("Camera Target").transform;
dummyTarget.position = CameraTarget.position;
dummyTarget.rotation = CameraTarget.rotation;
CameraTarget = dummyTarget;
previousSmoothing = MovementSmoothing;
MovementSmoothing = false;
}
else if (dummyTarget != CameraTarget)
{
// Move DummyTarget to CameraTarget
dummyTarget.position = CameraTarget.position;
dummyTarget.rotation = CameraTarget.rotation;
CameraTarget = dummyTarget;
previousSmoothing = MovementSmoothing;
MovementSmoothing = false;
}
mouseY = Input.GetAxis("Mouse Y");
mouseX = Input.GetAxis("Mouse X");
moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0);
dummyTarget.Translate(-moveVector, Space.World);
}
}
// Check Pinching to Zoom in - out on Mobile device
if (touchCount == 2)
{
Touch touch0 = Input.GetTouch(0);
Touch touch1 = Input.GetTouch(1);
Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition;
Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition;
float prevTouchDelta = (touch0PrevPos - touch1PrevPos).magnitude;
float touchDelta = (touch0.position - touch1.position).magnitude;
float zoomDelta = prevTouchDelta - touchDelta;
if (zoomDelta > 0.01f || zoomDelta < -0.01f)
{
FollowDistance += zoomDelta * 0.25f;
// Limit FollowDistance between min & max values.
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
}
}
// Check MouseWheel to Zoom in-out
if (mouseWheel < -0.01f || mouseWheel > 0.01f)
{
FollowDistance -= mouseWheel * 5.0f;
// Limit FollowDistance between min & max values.
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
}
}
}
}
\ No newline at end of file
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using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class ChatController : MonoBehaviour {
public TMP_InputField ChatInputField;
public TMP_Text ChatDisplayOutput;
public Scrollbar ChatScrollbar;
void OnEnable()
{
ChatInputField.onSubmit.AddListener(AddToChatOutput);
}
void OnDisable()
{
ChatInputField.onSubmit.RemoveListener(AddToChatOutput);
}
void AddToChatOutput(string newText)
{
// Clear Input Field
ChatInputField.text = string.Empty;
var timeNow = System.DateTime.Now;
string formattedInput = "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "</color>] " + newText;
if (ChatDisplayOutput != null)
{
// No special formatting for first entry
// Add line feed before each subsequent entries
if (ChatDisplayOutput.text == string.Empty)
ChatDisplayOutput.text = formattedInput;
else
ChatDisplayOutput.text += "\n" + formattedInput;
}
// Keep Chat input field active
ChatInputField.ActivateInputField();
// Set the scrollbar to the bottom when next text is submitted.
ChatScrollbar.value = 0;
}
}
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using TMPro;
using UnityEngine;
public class DropdownSample: MonoBehaviour
{
[SerializeField]
private TextMeshProUGUI text = null;
[SerializeField]
private TMP_Dropdown dropdownWithoutPlaceholder = null;
[SerializeField]
private TMP_Dropdown dropdownWithPlaceholder = null;
public void OnButtonClick()
{
text.text = dropdownWithPlaceholder.value > -1 ? "Selected values:\n" + dropdownWithoutPlaceholder.value + " - " + dropdownWithPlaceholder.value : "Error: Please make a selection";
}
}
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