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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 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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