1ea616dd60
Enemy balance, added upgrades, added score, added menu
136 lines
4.5 KiB
C#
136 lines
4.5 KiB
C#
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;
|
|
}
|
|
*/
|
|
}
|
|
|
|
}
|