Example #1
0
    public static void CreateBitmap(PsdLayerToNGUI.Data data)
    {
        // Create a new game object for the font
        var name = data.fontTexture.name;
        var go   = new GameObject(name);

        var bitmapFont = go.AddComponent <UIFont>();

        NGUISettings.ambigiousFont = bitmapFont;
        NGUISettings.fontData      = data.fontData;
        NGUISettings.fontTexture   = data.fontTexture;
        {
            BMFontReader.Load(bitmapFont.bmFont,
                              NGUITools.GetHierarchy(bitmapFont.gameObject), NGUISettings.fontData.bytes);

            bitmapFont.spriteName = NGUISettings.fontTexture.name;
            bitmapFont.atlas      = NGUISettings.atlas;
        }

        // Update the prefab
#if UNITY_3_4
        EditorUtility.ReplacePrefab(go, NGUIFontCreator.fontPrefab);
#else
        PrefabUtility.ReplacePrefab(go, NGUIFontCreator.fontPrefab);
#endif
        GameObject.DestroyImmediate(go);
        AssetDatabase.Refresh();

        // Select the atlas
        go = AssetDatabase.LoadAssetAtPath(fontPrefabPath, typeof(GameObject)) as GameObject;

        data.fontPrefab            = go.GetComponent <UIFont>();
        data.fontPrefab.spriteName = name;
        NGUISettings.ambigiousFont = data.fontPrefab;
    }
Example #2
0
    public static void PrepareBitmap(string preName, PsdLayerToNGUI.Data data)
    {
        NGUIFontCreator.fontPrefabPath = preName + "_Font.prefab";

#if UNITY_3_4
        NGUIFontCreator.fontPrefab = EditorUtility.CreateEmptyPrefab(NGUIFontCreator.fontPrefabPath);
#else
        NGUIFontCreator.fontPrefab = PrefabUtility.CreateEmptyPrefab(NGUIFontCreator.fontPrefabPath);
#endif
    }
Example #3
0
    public static void CreateDynamic(string preName, PsdLayerToNGUI.Data data,
                                     PsdLayerCommandParser.Control c)
    {
#if UNITY_3_5
#else
        if (data.trueTypeFont == null)
        {
            Debug.LogError("True Type Font doens't set");
            return;
        }

        NGUIFontCreator.fontPrefabPath = preName + "_Font_" + c.fontSize + ".prefab";
        NGUISettings.ambigiousFont     = data.trueTypeFont;
        NGUISettings.fontSize          = c.fontSize;
#endif
    }