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; } } } } }