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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using TMPro;
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namespace TMPro.Examples
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{
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public class TMP_ExampleScript_01 : MonoBehaviour
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{
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public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 };
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public objectType ObjectType;
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public bool isStatic;
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private TMP_Text m_text;
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//private TMP_InputField m_inputfield;
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private const string k_label = "The count is <#0080ff>{0}</color>";
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private int count;
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void Awake()
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{
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// Get a reference to the TMP text component if one already exists otherwise add one.
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// This example show the convenience of having both TMP components derive from TMP_Text.
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if (ObjectType == 0)
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m_text = GetComponent<TextMeshPro>() ?? gameObject.AddComponent<TextMeshPro>();
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else
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m_text = GetComponent<TextMeshProUGUI>() ?? gameObject.AddComponent<TextMeshProUGUI>();
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// Load a new font asset and assign it to the text object.
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m_text.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/Anton SDF");
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// Load a new material preset which was created with the context menu duplicate.
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m_text.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/Anton SDF - Drop Shadow");
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// Set the size of the font.
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m_text.fontSize = 120;
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// Set the text
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m_text.text = "A <#0080ff>simple</color> line of text.";
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// Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container.
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Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity);
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// Set the size of the RectTransform based on the new calculated values.
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m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y);
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}
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void Update()
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{
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if (!isStatic)
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{
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m_text.SetText(k_label, count % 1000);
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count += 1;
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}
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}
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}
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}
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