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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.enableWordWrapping = false;
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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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