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//******************************************************************************************************//  TextExtensions.cs - Gbtc////  Copyright © 2015, Grid Protection Alliance.  All Rights Reserved.////  Licensed to the Grid Protection Alliance (GPA) under one or more contributor license agreements. See//  the NOTICE file distributed with this work for additional information regarding copyright ownership.//  The GPA licenses this file to you under the MIT License (MIT), the "License"; you may not use this//  file except in compliance with the License. You may obtain a copy of the License at:////      http://www.opensource.org/licenses/MIT////  Unless agreed to in writing, the subject software distributed under the License is distributed on an//  "AS-IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. Refer to the//  License for the specific language governing permissions and limitations.////  Code Modification History://  ----------------------------------------------------------------------------------------------------//  01/14/2012 - J. Ritchie Carroll//       Generated original version of source code.////****************************************************************************************************** using UnityEngine; // Defines extension functions for text objects// ReSharper disable once CheckNamespacepublic static class TextExtensions{    /// <summary>    /// Updates the text of a 3D Text object, even from a non-UI thread.    /// </summary>    /// <param name='mesh'>The text mesh to update.</param>    /// <param name='text'>The new text to apply to the mesh.</param>    public static void UpdateText(this TextMesh mesh, string text)    {        UIThread.Invoke(UpdateText, mesh, text);    }     // Text updates must occur on main UI thread    private static void UpdateText(object[] args)    {        if ((object)args == null || args.Length < 2)            return;         TextMesh mesh = args[0] as TextMesh;        string text = args[1] as string;         if ((object)mesh != null && (object)text != null)            mesh.text = text;    }}

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