Beispiel #1
0
        /// <summary>
        /// Static constructor. Created when Unity first loads.
        /// </summary>
        static EntryPoint()
        {
            // Retrieve the saved name of the current global text asset
            var textAssetName = EditorPrefs.GetString(StringLibrary.GLOBAL_FONT_KEY, StringLibrary.ARIAL);

            // Load the saved global text asset
            var globalTextAsset = AssetProcessor.LoadTextAsset(textAssetName);

            // If, for some reason, there is no text asset, create a default Arial text asset
            if (globalTextAsset == null)
            {
                AssetProcessor.CreateDefaultTextAsset();
                globalTextAsset = AssetProcessor.LoadTextAsset(textAssetName);
            }

            // Create the listener for notifications of newly create Text objects
            var hierarchyListener = new HierarchyListener();

            // Grab all, if any, Text objects in the scene
            var allTextObjects = Resources.FindObjectsOfTypeAll(typeof(Text));

            if (allTextObjects == null)
            {
                allTextObjects = Resources.FindObjectsOfTypeAll(typeof(Text));
            }

            // Create and initialize the GlobalFontSettings
            new GlobalTextSettings(globalTextAsset, allTextObjects);

            // Initialize the listener for the font settings window
            GlobalTextSettingsWindow.hierarchyListener = hierarchyListener;

            // Start listening for the creation of text objects
            hierarchyListener.Listen();
        }
Beispiel #2
0
        /// <summary>
        /// Reset to Unity's standard font, "Arial".
        /// </summary>
        private void ResetFontButton()
        {
            EditorGUILayout.Space();

            if (GUILayout.Button("Reset Font"))
            {
                var selctedFont = StringLibrary.ARIAL;

                AssetProcessor.CreateDefaultTextAsset();
                GlobalTextSettings.TextSettings = AssetProcessor.LoadTextAsset(selctedFont);

                hierarchyListener.Listen();

                fontDisplayName = selctedFont;
                RepaintAll();
            }
        }