Add decompiled sources
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using UnityEngine;
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namespace TMPro.Examples
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{
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public class TextMeshSpawner : MonoBehaviour
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{
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public int SpawnType;
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public int NumberOfNPC = 12;
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public Font TheFont;
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private TextMeshProFloatingText floatingText_Script;
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private void Awake()
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{
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}
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private void Start()
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{
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for (int i = 0; i < NumberOfNPC; i++)
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{
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if (SpawnType == 0)
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{
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GameObject gameObject = new GameObject();
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gameObject.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
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TextMeshPro textMeshPro = gameObject.AddComponent<TextMeshPro>();
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textMeshPro.fontSize = 96f;
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textMeshPro.text = "!";
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textMeshPro.color = new Color32(byte.MaxValue, byte.MaxValue, 0, byte.MaxValue);
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floatingText_Script = gameObject.AddComponent<TextMeshProFloatingText>();
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floatingText_Script.SpawnType = 0;
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}
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else
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{
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GameObject gameObject2 = new GameObject();
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gameObject2.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f));
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TextMesh textMesh = gameObject2.AddComponent<TextMesh>();
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textMesh.GetComponent<Renderer>().sharedMaterial = TheFont.material;
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textMesh.font = TheFont;
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textMesh.anchor = TextAnchor.LowerCenter;
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textMesh.fontSize = 96;
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textMesh.color = new Color32(byte.MaxValue, byte.MaxValue, 0, byte.MaxValue);
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textMesh.text = "!";
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floatingText_Script = gameObject2.AddComponent<TextMeshProFloatingText>();
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floatingText_Script.SpawnType = 1;
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}
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}
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}
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}
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}
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