Global Game Jam 2022
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using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class TeleType : MonoBehaviour
{
//[Range(0, 100)]
//public int RevealSpeed = 50;
private string label01 = "Example <sprite=2> of using <sprite=7> <#ffa000>Graphics Inline</color> <sprite=5> with Text in <font=\"Bangers SDF\" material=\"Bangers SDF - Drop Shadow\">TextMesh<#40a0ff>Pro</color></font><sprite=0> and Unity<sprite=1>";
private string label02 = "Example <sprite=2> of using <sprite=7> <#ffa000>Graphics Inline</color> <sprite=5> with Text in <font=\"Bangers SDF\" material=\"Bangers SDF - Drop Shadow\">TextMesh<#40a0ff>Pro</color></font><sprite=0> and Unity<sprite=2>";
private TMP_Text m_textMeshPro;
void Awake()
{
// Get Reference to TextMeshPro Component
m_textMeshPro = GetComponent<TMP_Text>();
m_textMeshPro.text = label01;
m_textMeshPro.enableWordWrapping = true;
m_textMeshPro.alignment = TextAlignmentOptions.Top;
//if (GetComponentInParent(typeof(Canvas)) as Canvas == null)
//{
// GameObject canvas = new GameObject("Canvas", typeof(Canvas));
// gameObject.transform.SetParent(canvas.transform);
// canvas.GetComponent<Canvas>().renderMode = RenderMode.ScreenSpaceOverlay;
// // Set RectTransform Size
// gameObject.GetComponent<RectTransform>().sizeDelta = new Vector2(500, 300);
// m_textMeshPro.fontSize = 48;
//}
}
IEnumerator Start()
{
// Force and update of the mesh to get valid information.
m_textMeshPro.ForceMeshUpdate();
int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object
int counter = 0;
int visibleCount = 0;
while (true)
{
visibleCount = counter % (totalVisibleCharacters + 1);
m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
// Once the last character has been revealed, wait 1.0 second and start over.
if (visibleCount >= totalVisibleCharacters)
{
yield return new WaitForSeconds(1.0f);
m_textMeshPro.text = label02;
yield return new WaitForSeconds(1.0f);
m_textMeshPro.text = label01;
yield return new WaitForSeconds(1.0f);
}
counter += 1;
yield return new WaitForSeconds(0.05f);
}
//Debug.Log("Done revealing the text.");
}
}
}