TextAnchor









How do I use Text Anchor
Below are practical examples compiled from projects for learning and reference purposes

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File name: DemoMecanimGUI.cs Copy
61     public void OnGUI()
62     {
63         GUI.skin = Skin;
64
65         string[] synchronizeTypeContent = new string[] { "Disabled", "Discrete", "Continuous" };
66
67         GUILayout.BeginArea( new Rect( Screen.width - 200 * m_FoundPlayerSlideIn - 400 * m_SlideIn, 0, 600, Screen.height ), GUI.skin.box );
68         {
69             GUILayout.Label( "Mecanim Demo", GUI.skin.customStyles[ 0 ] );
70
71             GUI.color = Color.white;
72             string label = "Settings";
73
74             if( m_IsOpen == true )
75             {
76                 label = "Close";
77             }
78
79             if( GUILayout.Button( label, GUILayout.Width( 110 ) ) )
80             {
81                 m_IsOpen = !m_IsOpen;
82             }
83
84             string parameters = "";
85
86             if( m_AnimatorView != null )
87             {
88                 parameters += "Send Values:\n";
89
90                 for( int i = 0; i < m_AnimatorView.GetSynchronizedParameters().Count; ++i )
91                 {
92                     PhotonAnimatorView.SynchronizedParameter parameter = m_AnimatorView.GetSynchronizedParameters()[ i ];
93
94                     try
95                     {
96                         switch( parameter.Type )
97                         {
98                         case PhotonAnimatorView.ParameterType.Bool:
99                             parameters += parameter.Name + " (" + ( m_AnimatorView.GetComponent().GetBool( parameter.Name ) ? "True" : "False" ) + ")\n";
100                             break;
101                         case PhotonAnimatorView.ParameterType.Int:
102                             parameters += parameter.Name + " (" + m_AnimatorView.GetComponent().GetInteger( parameter.Name ) + ")\n";
103                             break;
104                         case PhotonAnimatorView.ParameterType.Float:
105                             parameters += parameter.Name + " (" + m_AnimatorView.GetComponent().GetFloat( parameter.Name ).ToString( "0.00" ) + ")\n";
106                             break;
107                         }
108                     }
109                     catch
110                     {
111                         Debug.Log( "derrrr for " + parameter.Name );
112                     }
113                 }
114             }
115
116             if( m_RemoteAnimator != null )
117             {
118                 parameters += "\nReceived Values:\n";
119
120                 for( int i = 0; i < m_AnimatorView.GetSynchronizedParameters().Count; ++i )
121                 {
122                     PhotonAnimatorView.SynchronizedParameter parameter = m_AnimatorView.GetSynchronizedParameters()[ i ];
123
124                     try
125                     {
126                         switch( parameter.Type )
127                         {
128                         case PhotonAnimatorView.ParameterType.Bool:
129                             parameters += parameter.Name + " (" + ( m_RemoteAnimator.GetBool( parameter.Name ) ? "True" : "False" ) + ")\n";
130                             break;
131                         case PhotonAnimatorView.ParameterType.Int:
132                             parameters += parameter.Name + " (" + m_RemoteAnimator.GetInteger( parameter.Name ) + ")\n";
133                             break;
134                         case PhotonAnimatorView.ParameterType.Float:
135                             parameters += parameter.Name + " (" + m_RemoteAnimator.GetFloat( parameter.Name ).ToString( "0.00" ) + ")\n";
136                             break;
137                         }
138                     }
139                     catch
140                     {
141                         Debug.Log( "derrrr for " + parameter.Name );
142                     }
143                 }
144             }
145
146             GUIStyle style = new GUIStyle( GUI.skin.label );
147             style.alignment = TextAnchor.UpperLeft;
148
149             GUI.color = new Color( 1f, 1f, 1f, 1 - m_SlideIn );
150             GUI.Label( new Rect( 10, 100, 600, Screen.height ), parameters, style );
151
152             if( m_AnimatorView != null )
153             {
154                 GUI.color = new Color( 1f, 1f, 1f, m_SlideIn );
155
156                 GUILayout.Space( 20 );
157                 GUILayout.Label( "Synchronize Parameters" );
158
159                 for( int i = 0; i < m_AnimatorView.GetSynchronizedParameters().Count; ++i )
160                 {
161                     GUILayout.BeginHorizontal();
162                     {
163                         PhotonAnimatorView.SynchronizedParameter parameter = m_AnimatorView.GetSynchronizedParameters()[ i ];
164
165                         GUILayout.Label( parameter.Name, GUILayout.Width( 100 ), GUILayout.Height( 36 ) );
166
167                         int selectedValue = (int)parameter.SynchronizeType;
168                         int newValue = GUILayout.Toolbar( selectedValue, synchronizeTypeContent );
169
170                         if( newValue != selectedValue )
171                         {
172                             m_AnimatorView.SetParameterSynchronized( parameter.Name, parameter.Type, (PhotonAnimatorView.SynchronizeType)newValue );
173                         }
174                     }
175                     GUILayout.EndHorizontal();
176                 }
177             }
178         }
179         GUILayout.EndArea();
180     }
File name: PhotonGUI.cs Copy
11     {
12         get
13         {
14             if( m_DefaultTitleStyle == null )
15             {
16                 m_DefaultTitleStyle = new GUIStyle();
17                 m_DefaultTitleStyle.border = new RectOffset( 2, 2, 2, 1 );
18                 m_DefaultTitleStyle.margin = new RectOffset( 5, 5, 5, 0 );
19                 m_DefaultTitleStyle.padding = new RectOffset( 5, 5, 0, 0 );
20                 m_DefaultTitleStyle.alignment = TextAnchor.MiddleLeft;
21                 m_DefaultTitleStyle.normal.background = ReorderableListResources.texTitleBackground;
22                 m_DefaultTitleStyle.normal.textColor = EditorGUIUtility.isProSkin
23                     ? new Color( 0.8f, 0.8f, 0.8f )
24                     : new Color( 0.2f, 0.2f, 0.2f );
25             }
26
27             return m_DefaultTitleStyle;
28         }
29     }
File name: PhotonGUI.cs Copy
69     {
70         get
71         {
72             if( m_DefaultRemoveButtonStyle == null )
73             {
74                 m_DefaultRemoveButtonStyle = new GUIStyle();
75                 m_DefaultRemoveButtonStyle.fixedWidth = 30;
76                 m_DefaultRemoveButtonStyle.fixedHeight = 20;
77                 m_DefaultRemoveButtonStyle.active.background = ReorderableListResources.CreatePixelTexture( "Dark Pixel (List GUI)", new Color32( 18, 18, 18, 255 ) );
78                 m_DefaultRemoveButtonStyle.imagePosition = ImagePosition.ImageOnly;
79                 m_DefaultRemoveButtonStyle.alignment = TextAnchor.MiddleCenter;
80             }
81
82             return m_DefaultRemoveButtonStyle;
83         }
84     }
File name: ShowInfoOfPlayer.cs Copy
20     void Start()
21     {
22         if (font == null)
23         {
24             #if UNITY_3_5
25             font = (Font)FindObjectsOfTypeIncludingAssets(typeof(Font))[0];
26             #else
27             font = (Font)Resources.FindObjectsOfTypeAll(typeof(Font))[0];
28             #endif
29             Debug.LogWarning("No font defined. Found font: " + font);
30         }
31
32         if (tm == null)
33         {
34             textGo = new GameObject("3d text");
35             //textGo.transform.localScale = new Vector3(0.2f, 0.2f, 0.2f);
36             textGo.transform.parent = this.gameObject.transform;
37             textGo.transform.localPosition = Vector3.zero;
38
39             MeshRenderer mr = textGo.AddComponent();
40             mr.material = font.material;
41             tm = textGo.AddComponent();
42             tm.font = font;
43             tm.anchor = TextAnchor.MiddleCenter;
44             if (this.CharacterSize > 0)
45             {
46                 tm.characterSize = this.CharacterSize;
47             }
48         }
49     }
File name: InstructionsScript.cs Copy
27  void OnGUI() {
28   if (this.gameScript.gameView == "instructions") {
29    GUI.skin = currentGUISkin;
30
31    this.gameScript.mainCamera.transform.eulerAngles = new Vector3 (120, 23, 0);
32
33    GUIStyle labelStyle = new GUIStyle(currentGUISkin.label);
34    labelStyle.alignment = TextAnchor.UpperLeft;
35    GUILayout.Label ("Instructions", "BigLabel");
36
37
38    scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.Height(Mathf.Ceil(Screen.height * .80f)));
39
40    GUILayout.Label ("Object", "Subheader");
41
42    GUILayout.Label (@"The object of 2048-3D is to"
43                  + " slide numbered blocks in such a way"
44                  + " so that blocks with the same numbers collide"
45                  + " and combine into a new block that is twice"
46                  + " as much as the originals until"
47                  + " the number 2048 is reached.", labelStyle);
48
49    GUILayout.Label ("Moving the Blocks", "Subheader");
50
51    GUILayout.Label (@"You cannot move blocks individually, but must"
52                 + " move all blocks simultaneously in the same direction."
53                 + " Blocks can move forward, backward, up, down, left"
54     + " and right along the green connectors."
55           + " Simply swipe any part of the screen to move up,"
56     + " down, left or right (keyboard: arrow keys). To move the"
57     + " blocks forward and backward use the"
58     + " big red arrow keys at the bottom of the screen (keyboard: a and z keys)."
59     + " When moving, all blocks that can slide in the chosen direction will move."
60     + " Any block moving toward another block with the same number will collide "
61        + " and form a single block with twice the number as the originals", labelStyle);
62
63
64    GUILayout.Label ("New Blocks", "Subheader");
65
66    GUILayout.Label (@"After each move is"
67                 + " made a new block will appear randomly in an empty position."
68                 + " This block will have a number of either 2 or 4."
69        + " For an extra challenge, there is a game option you can"
70        + " set so that zeros can also be assinged to a new block."
71        + " Zeros act like any other number in that they can"
72        + " collide with other zeros to make a block twice as much "
73        + " (which is still zero).", labelStyle);
74
75
76
77    GUILayout.Label ("Scoring and Finishing", "Subheader");
78
79    GUILayout.Label(@"For every block collision that occurs you receive"
80                 + " the number of points of the newly"
81                 + " created block. If after making a move"
82                 + " all positions are filled and no new"
83                 + " moves are possible, the game ends."
84        + " A separate high score / highest block is kept for each"
85        + " distinct combination of game options", labelStyle);
86
87
88    GUILayout.Label ("Game Layout Options", "Subheader");
89
90    GUILayout.Label (@"When I first made this game there"
91            + " was only one game layout, a 3x3x3 cube."
92            + " After testing it a bit, it was way to easy"
93            + " so the zero option was added."
94            + " It was still way to easy "
95            + " (e.g. you could swipe without even looking and get pretty far)."
96            + " Therefore there are now several diffent game layouts that"
97            + " make the game more challenging and fun.", labelStyle);
98
99    GUILayout.Label ("Game Timer Option", "Subheader");
100
101    GUILayout.Label (@"To give yourself even more of a challenge"
102                     + " you can set game options to include a timer."
103                     + " If a timer is chosen you have a specific"
104                     + " amount of time to combined blocks to make the 64 block."
105                     + " If you run out of time the game is over."
106                     + " If you reach your target before the timer runs down you will"
107                     + " receive additional time to reach the next target."
108                     + " The time you received is as follows: \n"
109                     + " 64: option time + 5 seconds (because the first one is the hardest!)\n"
110                     + " 128: option time\n"
111                     + " 256: 2X option time\n"
112                     + " 512: 4X option time \n"
113                     + " 1024: 8X option time \n"
114                     + " you get the idea.", labelStyle);
115
116
117    GUILayout.Label ("Acknowledgements \nand Confessions", "Subheader");
118
119    GUILayout.Label (@"2048-3D is based upon the original" +
120                     " 2048 game designed by Gabriele Cirulli " +
121                     " \n\n" +
122                     " Sound effects by freeSFX http://www.freesfx.co.uk.\n\n" +
123                     " This game was designed using the Unity3D game engine.\n\n" +
124                     " FOR MORE PROJECTS VISIT:" +
125                     " https://code-projects.org/", labelStyle);
126
127
128    foreach (Touch touch in Input.touches) {
129     if (touch.phase == TouchPhase.Moved)
130     {
131      // dragging
132      this.scrollPosition.y += touch.deltaPosition.y;
133     }
134    }
135    GUILayout.EndScrollView();
136
137    if (GUILayout.Button ("Return to Menu")) {
138     this.gameScript.gameView = "menu";
139    }
140   }
141  }
File name: FlowLayoutGroup.cs Copy
53   {
54    get
55    {
56     return childAlignment == TextAnchor.LowerCenter || childAlignment == TextAnchor.MiddleCenter ||
57      childAlignment == TextAnchor.UpperCenter;
58    }
59   }
File name: FlowLayoutGroup.cs Copy
62   {
63    get
64    {
65     return childAlignment == TextAnchor.LowerRight || childAlignment == TextAnchor.MiddleRight ||
66      childAlignment == TextAnchor.UpperRight;
67    }
68   }
File name: FlowLayoutGroup.cs Copy
71   {
72    get
73    {
74     return childAlignment == TextAnchor.MiddleLeft || childAlignment == TextAnchor.MiddleRight ||
75      childAlignment == TextAnchor.MiddleCenter;
76    }
77   }
File name: FlowLayoutGroup.cs Copy
80   {
81    get
82    {
83     return childAlignment == TextAnchor.LowerLeft || childAlignment == TextAnchor.LowerRight ||
84      childAlignment == TextAnchor.LowerCenter;
85    }
86   }

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