Merge branch 'main' into jason

This commit is contained in:
misabiko 2022-05-15 14:47:21 -04:00
commit 41366af70a
207 changed files with 16385 additions and 189 deletions

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Assets/Art/cursor.png.meta (Stored with Git LFS)

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m_Calls: []
m_text: How to play
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_fontAsset: {fileID: 11400000, guid: 125cb55b44b24c4393181402bc6200e6, type: 2}
m_sharedMaterial: {fileID: 2140032, guid: dc36b3fdc14f47ebb36fd484a67e268a, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@ -3634,7 +3732,7 @@ MonoBehaviour:
m_margin: {x: 0, y: 0, z: 0, w: 0}
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_hasFontAssetChanged: 0
m_hasFontAssetChanged: 1
m_baseMaterial: {fileID: 0}
m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
--- !u!222 &1277568156
@ -5115,8 +5213,8 @@ MonoBehaviour:
m_Calls: []
m_text: Back
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_fontAsset: {fileID: 11400000, guid: 125cb55b44b24c4393181402bc6200e6, type: 2}
m_sharedMaterial: {fileID: 2140032, guid: dc36b3fdc14f47ebb36fd484a67e268a, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@ -5179,7 +5277,7 @@ MonoBehaviour:
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m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_hasFontAssetChanged: 0
m_hasFontAssetChanged: 1
m_baseMaterial: {fileID: 0}
m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
--- !u!222 &1876773231
@ -5250,8 +5348,8 @@ MonoBehaviour:
m_Calls: []
m_text: Back
m_isRightToLeft: 0
m_fontAsset: {fileID: 11400000, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_sharedMaterial: {fileID: 2180264, guid: 8f586378b4e144a9851e7b34d9b748ee, type: 2}
m_fontAsset: {fileID: 11400000, guid: 125cb55b44b24c4393181402bc6200e6, type: 2}
m_sharedMaterial: {fileID: 2140032, guid: dc36b3fdc14f47ebb36fd484a67e268a, type: 2}
m_fontSharedMaterials: []
m_fontMaterial: {fileID: 0}
m_fontMaterials: []
@ -5314,7 +5412,7 @@ MonoBehaviour:
m_margin: {x: 0, y: 0, z: 0, w: 0}
m_isUsingLegacyAnimationComponent: 0
m_isVolumetricText: 0
m_hasFontAssetChanged: 0
m_hasFontAssetChanged: 1
m_baseMaterial: {fileID: 0}
m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
--- !u!222 &2016819122

View File

@ -17,7 +17,6 @@ public class CannonScript : MonoBehaviour
private Vector3 lookDir;
private Vector3[] offsets;
[SerializeField]private int bullets;
// Start is called before the first frame update
void Start()
@ -47,8 +46,9 @@ public class CannonScript : MonoBehaviour
GameObject proj = Instantiate(projectile, cannon.transform.position, cannon.transform.rotation);
proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
proj.layer = GameManager.Instance.GetCurrentLayerID();
RaycastHit hit;
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity, GameManager.Instance.GetCurrentDimensionLayerMask()))
{
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow, 0.5f);
@ -119,6 +119,8 @@ public class CannonScript : MonoBehaviour
}
}
public void SetFireRate(float nFireRate){
this.fireRate = nFireRate;
}

View File

@ -5,10 +5,8 @@ public class DimensionController : MonoBehaviour
public const int STARTING_HP = 25;
[SerializeField] private int dimensionId;
private float _hp;
private float _maxHp;
private void Start()
{
_maxHp = STARTING_HP;
@ -30,4 +28,5 @@ public class DimensionController : MonoBehaviour
GameManager.Instance.DealDamage(dimensionId, _hp, _maxHp);
}
}

View File

@ -40,7 +40,6 @@ public class Enemy : MonoBehaviour
public void IsShot(float distance, float turretDamage)
{
float destroyDelay = Mathf.Sqrt(distance)/(500/5);
Debug.Log(distance+" : "+destroyDelay);
_health -= turretDamage;
if (_health <= 0) StartCoroutine(Destroy(destroyDelay));
}

View File

@ -12,6 +12,7 @@ public class GameManager : MonoBehaviour
[SerializeField, ReadOnly] private GameState state;
[SerializeField, ReadOnly] private float points;
[field: SerializeField, ReadOnly] public int CurrentDimensionID { get; private set; }
[SerializeField] private int[] IDLayerList;
public static GameManager Instance { get; private set; }
@ -123,6 +124,16 @@ public class GameManager : MonoBehaviour
uiController.UpdatePointsText(points);
}
public LayerMask GetCurrentDimensionLayerMask()
{
return LayerMask.GetMask(LayerMask.LayerToName(IDLayerList[CurrentDimensionID]));
}
public int GetCurrentLayerID()
{
return IDLayerList[CurrentDimensionID];
}
}
public enum GameState

View File

@ -29,6 +29,13 @@ public class SpawnManager : MonoBehaviour
while (running)
{
GameObject spawned = Instantiate(GetRandomEnemy(), GetRandomSpawn().transform.position, Quaternion.identity);
foreach (Transform trans in spawned.GetComponentsInChildren<Transform>(true))
{
trans.gameObject.layer = gameObject.layer;
}
spawned.layer = gameObject.layer;
spawned.GetComponent<Enemy>().SetLandingPoint(GetRandomLandingPoint().transform);
//TODO: replace 2f by function depending on elapsed time, decreasing waiting time over time
yield return new WaitForSeconds(2f);

View File

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@ -0,0 +1,93 @@
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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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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