Map renderer

This commit is contained in:
2025-11-15 14:58:40 +01:00
parent 1618ecd432
commit 1c103a1496
181 changed files with 112279 additions and 5 deletions

6
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using UnityEngine;
using System.Net.Http;
using System.Threading.Tasks;
public interface IMapDataCollector
{
public Task<string> CallOverpassApi(FormUrlEncodedContent query);
}

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using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Net.Http;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Xml;
using UnityEngine; using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UIElements;
public class Map [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class Map : MonoBehaviour, IMapDataCollector
{ {
[Header("Overpass settings")]
public string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
public float queryRadiusMeters = 200f; // radius around lat/lon to query
[Header("Location (lat, lon)")]
public double latitude = 50.7727878f; // example Prague
public double longitude = 15.0768714f;
[Header("Building settings")]
public Material buildingMaterial;
public float defaultFloorHeight = 3.0f; // meters per level
public float defaultBuildingHeight = 6.0f; // if no tags
[Header("Road settings")]
public Material roadMaterial;
public float defaultRoadWidth = 4.0f; // meters
[Header("Misc")]
public float metersPerUnit = 1f; // scale: 1 unit = 1 meter
public bool autoStart = true;
class Way
{
public long id;
public List<long> nodeRefs = new List<long>();
public Dictionary<string, string> tags = new Dictionary<string, string>();
}
private static readonly HttpClient client = new HttpClient();
List<Way> parsedWays = new List<Way>();
Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
void Start()
{
CallApi();
}
void ClearChildren()
{
// remove existing generated children
List<GameObject> toDestroy = new List<GameObject>();
foreach (Transform t in transform)
toDestroy.Add(t.gameObject);
foreach (var g in toDestroy)
DestroyImmediate(g);
}
public async Task<string> CallOverpassApi(FormUrlEncodedContent query)
{
Debug.Log("Calling Overpass API...");
var response = await client.PostAsync(overpassUrl, query);
Debug.Log("Received response from Overpass API.");
return await response.Content.ReadAsStringAsync();
}
public FormUrlEncodedContent QueryBuilder(double[] GPS)
{
Debug.Log("Building Overpass API query...");
string query = @$"
[out:xml]
[timeout:90];
(
way(around:{queryRadiusMeters}, {GPS[0].ToString().Replace(",", ".")}, {GPS[1].ToString().Replace(",", ".")});
);
out geom;";
Dictionary<string, string> values = new Dictionary<string, string>()
{
{"data", query}
};
Debug.Log("Overpass API query built.");
return new FormUrlEncodedContent(values);
}
public async void CallApi()
{
Debug.Log("Testing Overpass API...");
double[] GPS = new double[] {latitude, longitude};
string result = await CallOverpassApi(QueryBuilder(GPS));
Debug.Log("Overpass API response received:");
ParseOverpassXml(result);
GameObject buildingsRoot = new GameObject("Buildings");
buildingsRoot.transform.parent = this.transform;
GameObject roadsRoot = new GameObject("Roads");
roadsRoot.transform.parent = this.transform;
foreach (var w in parsedWays)
{
if (w.tags.ContainsKey("building"))
{
//Debug.Log("Building");
GameObject b = BuildBuildingMesh(w);
b.transform.parent = buildingsRoot.transform;
}
else if (w.tags.ContainsKey("highway"))
{
//Debug.Log("Highway");
GameObject r = BuildRoadMesh(w);
r.transform.parent = roadsRoot.transform;
}
}
}
void ParseOverpassXml(string xmlText)
{
nodes.Clear();
parsedWays.Clear();
XmlDocument doc = new XmlDocument();
doc.LoadXml(xmlText);
XmlNode osm = doc.SelectSingleNode("/osm");
if (osm == null) return;
// parse nodes
foreach (XmlNode node in osm.SelectNodes("node"))
{
long id = long.Parse(node.Attributes["id"].Value, CultureInfo.InvariantCulture);
double lat = double.Parse(node.Attributes["lat"].Value, CultureInfo.InvariantCulture);
double lon = double.Parse(node.Attributes["lon"].Value, CultureInfo.InvariantCulture);
nodes[id] = new Vector2((float)lat, (float)lon);
}
// parse ways
foreach (XmlNode wayNode in osm.SelectNodes("way"))
{
Way w = new Way();
w.id = long.Parse(wayNode.Attributes["id"].Value, CultureInfo.InvariantCulture);
foreach (XmlNode child in wayNode.ChildNodes)
{
if (child.Name == "nd")
{
long r = long.Parse(child.Attributes["ref"].Value, CultureInfo.InvariantCulture);
w.nodeRefs.Add(r);
}
else if (child.Name == "tag")
{
string k = child.Attributes["k"].Value;
string v = child.Attributes["v"].Value;
w.tags[k] = v;
}
}
parsedWays.Add(w);
}
}
#region Utilities: latlon to local meters
// Convert latitude/longitude to local XY meters relative to center point
Vector3 LatLonToLocal(double lat, double lon)
{
// Use simple equirectangular projection around center (latitude, longitude)
double lat0 = latitude;
double lon0 = longitude;
double dLat = (lat - lat0) * Mathf.Deg2Rad;
double dLon = (lon - lon0) * Mathf.Deg2Rad;
double R = 6378137.0; // Earth radius in meters
double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
double y = R * dLat;
return new Vector3((float)x / metersPerUnit, 0f, (float)y / metersPerUnit);
}
Vector3 NodeIdToLocal(long nodeId)
{
if (!nodes.ContainsKey(nodeId))
return Vector3.zero;
Vector2 latlon = nodes[nodeId];
return LatLonToLocal(latlon.x, latlon.y);
}
#endregion
#region Mesh builders
GameObject BuildBuildingMesh(Way w)
{
// gather polygon points
List<Vector3> poly = new List<Vector3>();
foreach (var id in w.nodeRefs)
{
Vector3 p = NodeIdToLocal(id);
poly.Add(p);
}
// ensure closed
if (poly.Count < 3) return null;
if ((poly[0] - poly[poly.Count - 1]).sqrMagnitude > 0.0001f)
poly.Add(poly[0]);
// determine height
float height = defaultBuildingHeight;
if (w.tags.ContainsKey("height"))
{
if (TryParseHeight(w.tags["height"], out float h)) height = h;
}
else if (w.tags.ContainsKey("building:levels"))
{
if (float.TryParse(w.tags["building:levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
}
else if (w.tags.ContainsKey("levels"))
{
if (float.TryParse(w.tags["levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
}
// create GameObject
GameObject go = new GameObject("Building_" + w.id);
MeshFilter mf = go.AddComponent<MeshFilter>();
MeshRenderer mr = go.AddComponent<MeshRenderer>();
mr.material = buildingMaterial;
// generate mesh: roof (triangulated polygon) + walls (extruded quads)
Mesh mesh = new Mesh();
mesh.name = "BuildingMesh_" + w.id;
// Convert poly to 2D points (XZ plane)
List<Vector2> poly2D = new List<Vector2>();
for (int i = 0; i < poly.Count - 1; i++) // omit last repeated point
poly2D.Add(new Vector2(poly[i].x, poly[i].z));
// triangulate roof
List<int> roofTris = Triangulate(poly2D);
if (roofTris == null || roofTris.Count == 0)
{
Debug.LogWarning("Triangulation failed for building " + w.id);
return go;
}
// Build vertices: roof vertices at y=height, walls vertices (2 per poly vertex)
int n = poly2D.Count;
// Build vertices and triangles with NO SHARED VERTICES (flat shading)
List<Vector3> verts = new List<Vector3>();
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
// Roof triangles - each triangle gets its own vertices
for (int i = 0; i < roofTris.Count; i += 3)
{
int idx0 = roofTris[i];
int idx1 = roofTris[i + 1];
int idx2 = roofTris[i + 2];
Vector2 p0 = poly2D[idx0];
Vector2 p1 = poly2D[idx1];
Vector2 p2 = poly2D[idx2];
int baseIdx = verts.Count;
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y));
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y));
verts.Add(new Vector3(p2.x, height / metersPerUnit, p2.y));
triangles.Add(baseIdx);
triangles.Add(baseIdx + 1);
triangles.Add(baseIdx + 2);
uvs.Add(new Vector2(p0.x, p0.y));
uvs.Add(new Vector2(p1.x, p1.y));
uvs.Add(new Vector2(p2.x, p2.y));
}
// Walls - each quad gets its own 4 vertices
for (int i = 0; i < n; i++)
{
int iNext = (i + 1) % n;
Vector2 p0 = poly2D[i];
Vector2 p1 = poly2D[iNext];
int baseIdx = verts.Count;
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y)); // top left
verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y)); // top right
triangles.Add(baseIdx);
triangles.Add(baseIdx + 1);
triangles.Add(baseIdx + 2);
triangles.Add(baseIdx);
triangles.Add(baseIdx + 2);
triangles.Add(baseIdx + 3);
uvs.Add(new Vector2(0, 1));
uvs.Add(new Vector2(0, 0));
uvs.Add(new Vector2(1, 0));
uvs.Add(new Vector2(1, 1));
}
mesh.SetVertices(verts);
mesh.SetTriangles(triangles, 0);
mesh.SetUVs(0, uvs);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mf.mesh = mesh;
// Center object (using first roof vertex as reference)
Vector3 centroid = Vector3.zero;
for (int i = 0; i < roofTris.Count; i += 3)
{
centroid += verts[i];
}
centroid /= (roofTris.Count / 3);
go.transform.position = centroid * -1f;
// Move the roof/walls vertices back to local space
Vector3[] adjustedVerts = mesh.vertices;
for (int i = 0; i < adjustedVerts.Length; i++) adjustedVerts[i] += centroid;
mesh.vertices = adjustedVerts;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return go;
}
GameObject BuildRoadMesh(Way w)
{
// build polyline
List<Vector3> pts = new List<Vector3>();
foreach (var id in w.nodeRefs)
pts.Add(NodeIdToLocal(id));
if (pts.Count < 2) return null;
float width = defaultRoadWidth;
if (w.tags.ContainsKey("width") && float.TryParse(w.tags["width"], NumberStyles.Float, CultureInfo.InvariantCulture, out float wv))
width = wv;
else if (w.tags.ContainsKey("highway"))
{
// simple heuristic
string h = w.tags["highway"];
if (h == "motorway") width = 10f;
else if (h == "primary") width = 8f;
else if (h == "secondary") width = 6f;
else if (h == "tertiary") width = 5f;
else width = defaultRoadWidth;
}
GameObject go = new GameObject("Road_" + w.id);
MeshFilter mf = go.AddComponent<MeshFilter>();
MeshRenderer mr = go.AddComponent<MeshRenderer>();
mr.material = roadMaterial;
Mesh mesh = new Mesh();
mesh.name = "RoadMesh_" + w.id;
List<Vector3> verts = new List<Vector3>();
List<int> tris = new List<int>();
List<Vector2> uvs = new List<Vector2>();
// build quad strip
for (int i = 0; i < pts.Count; i++)
{
Vector3 p = pts[i];
Vector3 dir;
if (i == 0) dir = (pts[i + 1] - p).normalized;
else if (i == pts.Count - 1) dir = (p - pts[i - 1]).normalized;
else dir = (pts[i + 1] - pts[i - 1]).normalized;
Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
Vector3 left = p + normal * (width * 0.5f / metersPerUnit);
Vector3 right = p - normal * (width * 0.5f / metersPerUnit);
verts.Add(left);
verts.Add(right);
uvs.Add(new Vector2(0, i));
uvs.Add(new Vector2(1, i));
if (i > 0)
{
int baseIdx = verts.Count - 4;
tris.Add(baseIdx + 0);
tris.Add(baseIdx + 2);
tris.Add(baseIdx + 1);
tris.Add(baseIdx + 1);
tris.Add(baseIdx + 2);
tris.Add(baseIdx + 3);
}
}
mesh.SetVertices(verts);
mesh.SetTriangles(tris, 0);
mesh.SetUVs(0, uvs);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mf.mesh = mesh;
go.transform.position = Vector3.zero;
return go;
}
#endregion
#region Helpers
bool TryParseHeight(string s, out float meters)
{
// try to parse heights like "12", "12.5m", "40 ft"
s = s.Trim();
meters = 0f;
if (s.EndsWith("m")) s = s.Substring(0, s.Length - 1).Trim();
if (float.TryParse(s, NumberStyles.Float, CultureInfo.InvariantCulture, out float v))
{
meters = v;
return true;
}
// fallback: try to extract number
StringBuilder num = new StringBuilder();
foreach (char c in s)
if ((c >= '0' && c <= '9') || c == '.' || c == ',') num.Append(c == ',' ? '.' : c);
if (num.Length > 0 && float.TryParse(num.ToString(), NumberStyles.Float, CultureInfo.InvariantCulture, out v))
{
meters = v; return true;
}
return false;
}
// Basic ear clipping triangulation for simple polygons (2D)
List<int> Triangulate(List<Vector2> poly)
{
List<int> indices = new List<int>();
int n = poly.Count;
if (n < 3) return indices;
List<int> V = new List<int>();
for (int i = 0; i < n; i++) V.Add(i);
int guard = 0;
while (V.Count > 3 && guard < 10000)
{
bool earFound = false;
for (int i = 0; i < V.Count; i++)
{
int prev = V[(i - 1 + V.Count) % V.Count];
int curr = V[i];
int next = V[(i + 1) % V.Count];
Vector2 a = poly[prev];
Vector2 b = poly[curr];
Vector2 c = poly[next];
if (!IsConvex(a, b, c)) continue;
bool hasPointInside = false;
for (int j = 0; j < V.Count; j++)
{
int vi = V[j];
if (vi == prev || vi == curr || vi == next) continue;
if (PointInTriangle(poly[vi], a, b, c)) { hasPointInside = true; break; }
}
if (hasPointInside) continue;
// ear found
indices.Add(prev);
indices.Add(curr);
indices.Add(next);
V.RemoveAt(i);
earFound = true;
break;
}
if (!earFound) break;
guard++;
}
if (V.Count == 3)
{
indices.Add(V[0]); indices.Add(V[1]); indices.Add(V[2]);
}
return indices;
}
bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
{
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) < 0f; // changed > to
}
bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
{
float area = TriangleArea(a, b, c);
float area1 = TriangleArea(p, b, c);
float area2 = TriangleArea(a, p, c);
float area3 = TriangleArea(a, b, p);
return Mathf.Abs(area - (area1 + area2 + area3)) < 1e-3f;
}
float TriangleArea(Vector2 a, Vector2 b, Vector2 c)
{
return Mathf.Abs((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) * 0.5f);
}
#endregion
} }

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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.

Binary file not shown.

View File

@@ -0,0 +1,93 @@
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.

View File

@@ -0,0 +1,92 @@
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.

View File

@@ -0,0 +1,202 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
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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.textWrappingMode = TextWrappingModes.NoWrap;
//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.fontFeatures.Clear();
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.textWrappingMode = TextWrappingModes.NoWrap;
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);
}
}
}
}

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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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using UnityEngine;
using System.Collections;
using TMPro;
public class EnvMapAnimator : MonoBehaviour {
//private Vector3 TranslationSpeeds;
public Vector3 RotationSpeeds;
private TMP_Text m_textMeshPro;
private Material m_material;
void Awake()
{
//Debug.Log("Awake() on Script called.");
m_textMeshPro = GetComponent<TMP_Text>();
m_material = m_textMeshPro.fontSharedMaterial;
}
// Use this for initialization
IEnumerator Start ()
{
Matrix4x4 matrix = new Matrix4x4();
while (true)
{
//matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
m_material.SetMatrix("_EnvMatrix", matrix);
yield return null;
}
}
}

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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class ObjectSpin : MonoBehaviour
{
#pragma warning disable 0414
public enum MotionType { Rotation, SearchLight, Translation };
public MotionType Motion;
public Vector3 TranslationDistance = new Vector3(5, 0, 0);
public float TranslationSpeed = 1.0f;
public float SpinSpeed = 5;
public int RotationRange = 15;
private Transform m_transform;
private float m_time;
private Vector3 m_prevPOS;
private Vector3 m_initial_Rotation;
private Vector3 m_initial_Position;
private Color32 m_lightColor;
void Awake()
{
m_transform = transform;
m_initial_Rotation = m_transform.rotation.eulerAngles;
m_initial_Position = m_transform.position;
Light light = GetComponent<Light>();
m_lightColor = light != null ? light.color : Color.black;
}
// Update is called once per frame
void Update()
{
switch (Motion)
{
case MotionType.Rotation:
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
break;
case MotionType.SearchLight:
m_time += SpinSpeed * Time.deltaTime;
m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
break;
case MotionType.Translation:
m_time += TranslationSpeed * Time.deltaTime;
float x = TranslationDistance.x * Mathf.Cos(m_time);
float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f);
float z = TranslationDistance.z * Mathf.Sin(m_time);
m_transform.position = m_initial_Position + new Vector3(x, z, y);
// Drawing light patterns because they can be cool looking.
//if (Time.frameCount > 1)
// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
m_prevPOS = m_transform.position;
break;
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class ShaderPropAnimator : MonoBehaviour
{
private Renderer m_Renderer;
private Material m_Material;
public AnimationCurve GlowCurve;
public float m_frame;
void Awake()
{
// Cache a reference to object's renderer
m_Renderer = GetComponent<Renderer>();
// Cache a reference to object's material and create an instance by doing so.
m_Material = m_Renderer.material;
}
void Start()
{
StartCoroutine(AnimateProperties());
}
IEnumerator AnimateProperties()
{
//float lightAngle;
float glowPower;
m_frame = Random.Range(0f, 1f);
while (true)
{
//lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
//m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
glowPower = GlowCurve.Evaluate(m_frame);
m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
yield return new WaitForEndOfFrame();
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class SimpleScript : MonoBehaviour
{
private TextMeshPro m_textMeshPro;
//private TMP_FontAsset m_FontAsset;
private const string label = "The <#0050FF>count is: </color>{0:2}";
private float m_frame;
void Start()
{
// Add new TextMesh Pro Component
m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
m_textMeshPro.autoSizeTextContainer = true;
// Load the Font Asset to be used.
//m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
//m_textMeshPro.font = m_FontAsset;
// Assign Material to TextMesh Pro Component
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
//m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
// Set various font settings.
m_textMeshPro.fontSize = 48;
m_textMeshPro.alignment = TextAlignmentOptions.Center;
//m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
//m_textMeshPro.enableAutoSizing = true;
//m_textMeshPro.characterSpacing = 0.2f;
//m_textMeshPro.wordSpacing = 0.1f;
//m_textMeshPro.enableCulling = true;
m_textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
//textMeshPro.fontColor = new Color32(255, 255, 255, 255);
}
void Update()
{
m_textMeshPro.SetText(label, m_frame % 1000);
m_frame += 1 * Time.deltaTime;
}
}
}

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