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>
86 lines
3.0 KiB
C#
Executable File
86 lines
3.0 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 Benchmark04 : MonoBehaviour
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{
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public int SpawnType = 0;
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public int MinPointSize = 12;
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public int MaxPointSize = 64;
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public int Steps = 4;
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private Transform m_Transform;
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//private TextMeshProFloatingText floatingText_Script;
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//public Material material;
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void Start()
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{
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m_Transform = transform;
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float lineHeight = 0;
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float orthoSize = Camera.main.orthographicSize = Screen.height / 2;
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float ratio = (float)Screen.width / Screen.height;
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for (int i = MinPointSize; i <= MaxPointSize; i += Steps)
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{
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if (SpawnType == 0)
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{
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// TextMesh Pro Implementation
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GameObject go = new GameObject("Text - " + i + " Pts");
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if (lineHeight > orthoSize * 2) return;
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go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0);
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TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
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//textMeshPro.fontSharedMaterial = material;
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//textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
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//textMeshPro.anchor = AnchorPositions.Left;
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textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f);
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textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
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textMeshPro.extraPadding = true;
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textMeshPro.isOrthographic = true;
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textMeshPro.fontSize = i;
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textMeshPro.text = i + " pts - Lorem ipsum dolor sit...";
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textMeshPro.color = new Color32(255, 255, 255, 255);
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lineHeight += i;
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}
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else
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{
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// TextMesh Implementation
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// Causes crashes since atlas needed exceeds 4096 X 4096
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/*
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GameObject go = new GameObject("Arial " + i);
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//if (lineHeight > orthoSize * 2 * 0.9f) return;
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go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1);
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TextMesh textMesh = go.AddComponent<TextMesh>();
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textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
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textMesh.renderer.sharedMaterial = textMesh.font.material;
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textMesh.anchor = TextAnchor.MiddleLeft;
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textMesh.fontSize = i * 10;
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textMesh.color = new Color32(255, 255, 255, 255);
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textMesh.text = i + " pts - Lorem ipsum dolor sit...";
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lineHeight += i;
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*/
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}
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}
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}
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}
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}
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