using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
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{
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public class Benchmark01 : MonoBehaviour
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{
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public int BenchmarkType = 0;
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public TMP_FontAsset TMProFont;
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public Font TextMeshFont;
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private TextMeshPro m_textMeshPro;
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private TextContainer m_textContainer;
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private TextMesh m_textMesh;
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private const string label01 = "The <#0050FF>count is: </color>{0}";
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private const string label02 = "The <color=#0050FF>count is: </color>";
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//private string m_string;
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//private int m_frame;
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private Material m_material01;
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private Material m_material02;
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IEnumerator Start()
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{
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if (BenchmarkType == 0) // TextMesh Pro Component
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{
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m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
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m_textMeshPro.autoSizeTextContainer = true;
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//m_textMeshPro.anchorDampening = true;
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if (TMProFont != null)
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m_textMeshPro.font = TMProFont;
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//m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
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//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
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m_textMeshPro.fontSize = 48;
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m_textMeshPro.alignment = TextAlignmentOptions.Center;
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//m_textMeshPro.anchor = AnchorPositions.Center;
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m_textMeshPro.extraPadding = true;
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//m_textMeshPro.outlineWidth = 0.25f;
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//m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
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//m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
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//m_textMeshPro.lineJustification = LineJustificationTypes.Center;
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m_textMeshPro.enableWordWrapping = false;
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//m_textMeshPro.lineLength = 60;
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//m_textMeshPro.characterSpacing = 0.2f;
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//m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
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m_material01 = m_textMeshPro.font.material;
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m_material02 = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
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}
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else if (BenchmarkType == 1) // TextMesh
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{
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m_textMesh = gameObject.AddComponent<TextMesh>();
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if (TextMeshFont != null)
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{
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m_textMesh.font = TextMeshFont;
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m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
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}
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else
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{
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m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
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m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
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}
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m_textMesh.fontSize = 48;
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m_textMesh.anchor = TextAnchor.MiddleCenter;
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//m_textMesh.color = new Color32(255, 255, 0, 255);
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}
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for (int i = 0; i <= 1000000; i++)
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{
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if (BenchmarkType == 0)
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{
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m_textMeshPro.SetText(label01, i % 1000);
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if (i % 1000 == 999)
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m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
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}
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else if (BenchmarkType == 1)
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m_textMesh.text = label02 + (i % 1000).ToString();
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yield return null;
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}
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yield return null;
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}
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/*
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void Update()
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{
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if (BenchmarkType == 0)
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{
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m_textMeshPro.text = (m_frame % 1000).ToString();
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}
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else if (BenchmarkType == 1)
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{
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m_textMesh.text = (m_frame % 1000).ToString();
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}
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m_frame += 1;
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}
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*/
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}
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}
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