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>
85 lines
3.3 KiB
C#
Executable File
85 lines
3.3 KiB
C#
Executable File
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 TMPro_InstructionOverlay : MonoBehaviour
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{
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public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight };
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public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.BottomLeft;
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private const string instructions = "Camera Control - <#ffff00>Shift + RMB\n</color>Zoom - <#ffff00>Mouse wheel.";
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private TextMeshPro m_TextMeshPro;
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private TextContainer m_textContainer;
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private Transform m_frameCounter_transform;
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private Camera m_camera;
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//private FpsCounterAnchorPositions last_AnchorPosition;
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void Awake()
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{
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if (!enabled)
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return;
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m_camera = Camera.main;
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GameObject frameCounter = new GameObject("Frame Counter");
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m_frameCounter_transform = frameCounter.transform;
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m_frameCounter_transform.parent = m_camera.transform;
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m_frameCounter_transform.localRotation = Quaternion.identity;
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m_TextMeshPro = frameCounter.AddComponent<TextMeshPro>();
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m_TextMeshPro.font = Resources.Load<TMP_FontAsset>("Fonts & Materials/LiberationSans SDF");
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m_TextMeshPro.fontSharedMaterial = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Overlay");
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m_TextMeshPro.fontSize = 30;
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m_TextMeshPro.isOverlay = true;
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m_textContainer = frameCounter.GetComponent<TextContainer>();
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Set_FrameCounter_Position(AnchorPosition);
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//last_AnchorPosition = AnchorPosition;
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m_TextMeshPro.text = instructions;
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}
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void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position)
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{
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switch (anchor_position)
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{
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case FpsCounterAnchorPositions.TopLeft:
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//m_TextMeshPro.anchor = AnchorPositions.TopLeft;
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m_textContainer.anchorPosition = TextContainerAnchors.TopLeft;
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m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f));
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break;
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case FpsCounterAnchorPositions.BottomLeft:
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//m_TextMeshPro.anchor = AnchorPositions.BottomLeft;
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m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft;
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m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f));
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break;
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case FpsCounterAnchorPositions.TopRight:
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//m_TextMeshPro.anchor = AnchorPositions.TopRight;
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m_textContainer.anchorPosition = TextContainerAnchors.TopRight;
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m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f));
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break;
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case FpsCounterAnchorPositions.BottomRight:
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//m_TextMeshPro.anchor = AnchorPositions.BottomRight;
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m_textContainer.anchorPosition = TextContainerAnchors.BottomRight;
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m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f));
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break;
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}
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}
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}
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}
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