Beispiel #1
0
        /// <summary>
        /// Find all Text in the scene and change its font.
        /// </summary>
        private void ChangeAllFontsButton()
        {
            EditorGUILayout.Space();

            if (GUILayout.Button("Change All Fonts In Scene"))
            {
                GlobalFontManager.ChangeAllFonts();
                SceneView.lastActiveSceneView.Repaint();
                UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
            }
        }
Beispiel #2
0
 /// <summary>
 /// Checks if a FontData assets is created, else it creates one.
 /// </summary>
 /// <param name="selectedFont"></param>
 private void SetGlobalFontData(Font selectedFont)
 {
     if (!File.Exists(string.Format("{0}{1}{2}.asset", Application.dataPath, GlobalFontUtils.SAVE_PATH, selectedFont.name)))
     {
         GlobalFontUtils.SaveGlobalFont(selectedFont);
         GlobalFontManager.Init();
     }
     else
     {
         if (!GlobalFontManager.IsInit)
         {
             EditorPrefs.SetString(GlobalFontUtils.GLOBAL_FONT_KEY, selectedFont.name);
             GlobalFontManager.Init();
         }
         else
         {
             GlobalFontManager.GlobalFontData = GlobalFontUtils.LoadGlobalFont(selectedFont.name);
         }
     }
 }