feat: add Unity 6 client with 2.5D visual system
Unity client features: - WebSocket connection via NativeWebSocket - 2.5D agent visuals with programmatic placeholder sprites - Billboard system for sprites and UI elements - Floating UI panels (name, HP, energy bars) - Speech bubble system with pop-in animation - RTS-style camera controller (WASD + scroll zoom) - Editor tools for prefab creation and scene setup Scripts: - NetworkManager: WebSocket singleton - GameManager: Agent spawning and event handling - AgentVisual: 2.5D sprite and UI creation - Billboard: Camera-facing behavior - SpeechBubble: Animated dialogue display - CameraController: RTS camera with UI input detection - UIManager: HUD and command input 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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58
unity-client/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs
Executable file
58
unity-client/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs
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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 SimpleScript : MonoBehaviour
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{
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private TextMeshPro m_textMeshPro;
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//private TMP_FontAsset m_FontAsset;
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private const string label = "The <#0050FF>count is: </color>{0:2}";
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private float m_frame;
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void Start()
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{
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// Add new TextMesh Pro Component
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m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
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m_textMeshPro.autoSizeTextContainer = true;
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// Load the Font Asset to be used.
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//m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
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//m_textMeshPro.font = m_FontAsset;
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// Assign Material to TextMesh Pro Component
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//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
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//m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
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// Set various font settings.
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m_textMeshPro.fontSize = 48;
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m_textMeshPro.alignment = TextAlignmentOptions.Center;
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//m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
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//m_textMeshPro.enableAutoSizing = true;
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//m_textMeshPro.characterSpacing = 0.2f;
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//m_textMeshPro.wordSpacing = 0.1f;
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//m_textMeshPro.enableCulling = true;
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m_textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
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//textMeshPro.fontColor = new Color32(255, 255, 255, 255);
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}
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void Update()
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{
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m_textMeshPro.SetText(label, m_frame % 1000);
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m_frame += 1 * Time.deltaTime;
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}
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}
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}
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