Mini-Games-Game/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs
Santi cac9e28067 Documentation: Added Whack-A-Mole PDF
Unity: Created Whak-A-Mole Prototype Scene, Script and Added Score Functinality
2024-05-02 12:57:13 +01:00

80 lines
2.7 KiB
C#

using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class TextMeshSpawner : MonoBehaviour
{
public int SpawnType = 0;
public int NumberOfNPC = 12;
public Font TheFont;
private TextMeshProFloatingText floatingText_Script;
void Awake()
{
}
void Start()
{
for (int i = 0; i < NumberOfNPC; i++)
{
if (SpawnType == 0)
{
// TextMesh Pro Implementation
//go.transform.localScale = new Vector3(2, 2, 2);
GameObject go = new GameObject(); //"NPC " + i);
go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
//go.transform.position = new Vector3(0, 1.01f, 0);
//go.renderer.castShadows = false;
//go.renderer.receiveShadows = false;
//go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0);
TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
//textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
//textMeshPro.anchor = AnchorPositions.Bottom;
textMeshPro.fontSize = 96;
textMeshPro.text = "!";
textMeshPro.color = new Color32(255, 255, 0, 255);
//textMeshPro.Text = "!";
// Spawn Floating Text
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
floatingText_Script.SpawnType = 0;
}
else
{
// TextMesh Implementation
GameObject go = new GameObject(); //"NPC " + i);
go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
//go.transform.position = new Vector3(0, 1.01f, 0);
TextMesh textMesh = go.AddComponent<TextMesh>();
textMesh.GetComponent<Renderer>().sharedMaterial = TheFont.material;
textMesh.font = TheFont;
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;
}
}
}
}
}