Files
the-island/unity-client/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs
empty 64ed46215f 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>
2026-01-01 12:17:04 +08:00

121 lines
3.7 KiB
C#
Executable File

using UnityEngine;
using System.Collections;
namespace TMPro.Examples
{
public class TextConsoleSimulator : MonoBehaviour
{
private TMP_Text m_TextComponent;
private bool hasTextChanged;
void Awake()
{
m_TextComponent = gameObject.GetComponent<TMP_Text>();
}
void Start()
{
StartCoroutine(RevealCharacters(m_TextComponent));
//StartCoroutine(RevealWords(m_TextComponent));
}
void OnEnable()
{
// Subscribe to event fired when text object has been regenerated.
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
}
void OnDisable()
{
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
}
// Event received when the text object has changed.
void ON_TEXT_CHANGED(Object obj)
{
hasTextChanged = true;
}
/// <summary>
/// Method revealing the text one character at a time.
/// </summary>
/// <returns></returns>
IEnumerator RevealCharacters(TMP_Text textComponent)
{
textComponent.ForceMeshUpdate();
TMP_TextInfo textInfo = textComponent.textInfo;
int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object
int visibleCount = 0;
while (true)
{
if (hasTextChanged)
{
totalVisibleCharacters = textInfo.characterCount; // Update visible character count.
hasTextChanged = false;
}
if (visibleCount > totalVisibleCharacters)
{
yield return new WaitForSeconds(1.0f);
visibleCount = 0;
}
textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display?
visibleCount += 1;
yield return null;
}
}
/// <summary>
/// Method revealing the text one word at a time.
/// </summary>
/// <returns></returns>
IEnumerator RevealWords(TMP_Text textComponent)
{
textComponent.ForceMeshUpdate();
int totalWordCount = textComponent.textInfo.wordCount;
int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object
int counter = 0;
int currentWord = 0;
int visibleCount = 0;
while (true)
{
currentWord = counter % (totalWordCount + 1);
// Get last character index for the current word.
if (currentWord == 0) // Display no words.
visibleCount = 0;
else if (currentWord < totalWordCount) // Display all other words with the exception of the last one.
visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1;
else if (currentWord == totalWordCount) // Display last word and all remaining characters.
visibleCount = totalVisibleCharacters;
textComponent.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);
}
counter += 1;
yield return new WaitForSeconds(0.1f);
}
}
}
}