public void Update() { if (_texture == null) { _texture = new Texture2D(1, 1, TextureFormat.Alpha8, false); _texture.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave; _texture.filterMode = FilterMode.Point; _texture.wrapMode = TextureWrapMode.Clamp; //Debug.Log("Texture2D creation: " + _texture.GetNativeTextureID()); } int textureID = _texture.GetNativeTextureID(); SysFont.QueueTexture(_text, FontName, _fontSize, _isBold, _isItalic, _alignment, _isMultiLine, _maxWidthPixels, _maxHeightPixels, textureID); _textWidthPixels = SysFont.GetTextWidth(textureID); _textHeightPixels = SysFont.GetTextHeight(textureID); _widthPixels = SysFont.GetTextureWidth(textureID); _heightPixels = SysFont.GetTextureHeight(textureID); SysFont.UpdateQueuedTexture(textureID); _lastText = _text; _lastFontName = FontName; _lastFontSize = _fontSize; _lastIsBold = _isBold; _lastIsItalic = _isItalic; _lastAlignment = _alignment; _lastIsMultiLine = _isMultiLine; _lastMaxWidthPixels = _maxWidthPixels; _lastMaxHeightPixels = _maxHeightPixels; }
public bool Update() { if (_texture == null) { _texture = new Texture2D(1, 1, TextureFormat.Alpha8, false); _texture.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave; _texture.filterMode = FilterMode.Point; _texture.wrapMode = TextureWrapMode.Clamp; _texture.Apply(false, true); _textureId = 0; } if (_textureId == 0) { _textureId = _texture.GetNativeTextureID(); if (_textureId == 0) { // texture not ready, it may happen on multi-threaded rendering return(false); } //Debug.Log("Texture2D creation: " + _textureId); } SysFont.QueueTexture(_text, FontName, _fontSize, _isBold, _isItalic, _alignment, _isMultiLine, _maxWidthPixels, _maxHeightPixels, _textureId); _textWidthPixels = SysFont.GetTextWidth(_textureId); _textHeightPixels = SysFont.GetTextHeight(_textureId); _widthPixels = SysFont.GetTextureWidth(_textureId); _heightPixels = SysFont.GetTextureHeight(_textureId); SysFont.UpdateQueuedTexture(_textureId); _lastText = _text; _lastFontName = FontName; _lastFontSize = _fontSize; _lastIsBold = _isBold; _lastIsItalic = _isItalic; _lastAlignment = _alignment; _lastIsMultiLine = _isMultiLine; _lastMaxWidthPixels = _maxWidthPixels; _lastMaxHeightPixels = _maxHeightPixels; _lastScaleSize = _scaleSize; return(true); }
public bool Update() { if (_texture == null) { _texture = new Texture2D(1, 1, TextureFormat.Alpha8, false); _texture.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave; _texture.filterMode = FilterMode.Point; _texture.wrapMode = TextureWrapMode.Clamp; _texture.Apply(false, true); _textureId = 0; } if (_textureId == 0) { _textureId = _texture.GetNativeTextureID(); if (_textureId == 0) { // texture not ready, it may happen on multi-threaded rendering return false; } //Debug.Log("Texture2D creation: " + _textureId); } SysFont.QueueTexture(_text, FontName, _fontSize, _isBold, _isItalic, _alignment, _isMultiLine, _maxWidthPixels, _maxHeightPixels, _textureId); _textWidthPixels = SysFont.GetTextWidth(_textureId); _textHeightPixels = SysFont.GetTextHeight(_textureId); _widthPixels = SysFont.GetTextureWidth(_textureId); _heightPixels = SysFont.GetTextureHeight(_textureId); SysFont.UpdateQueuedTexture(_textureId); _lastText = _text; _lastFontName = FontName; _lastFontSize = _fontSize; _lastIsBold = _isBold; _lastIsItalic = _isItalic; _lastAlignment = _alignment; _lastIsMultiLine = _isMultiLine; _lastMaxWidthPixels = _maxWidthPixels; _lastMaxHeightPixels = _maxHeightPixels; _lastScaleSize = _scaleSize; return true; }
public void Update() { if (_texture == null) { _texture = new Texture2D(1, 1, TextureFormat.Alpha8, false); _texture.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave; _texture.filterMode = FilterMode.Point; _texture.wrapMode = TextureWrapMode.Clamp; //Debug.Log("Texture2D creation: " + _texture.GetNativeTextureID()); } int textureID = _texture.GetNativeTextureID(); SysFont.QueueTexture(_text, FontName, _fontSize, _isBold, _isItalic, _alignment, _isMultiLine, _maxWidthPixels, _maxHeightPixels, textureID); _textWidthPixels = SysFont.GetTextWidth(textureID); _textHeightPixels = SysFont.GetTextHeight(textureID); _widthPixels = SysFont.GetTextureWidth(textureID); _heightPixels = SysFont.GetTextureHeight(textureID); SysFont.UpdateQueuedTexture(textureID); _lastText = _text; _lastFontName = FontName; _lastFontSize = _fontSize; _lastIsBold = _isBold; _lastIsItalic = _isItalic; _lastAlignment = _alignment; _lastIsMultiLine = _isMultiLine; _lastMaxWidthPixels = _maxWidthPixels; _lastMaxHeightPixels = _maxHeightPixels; }
public void Update() { if (_texture == null) { _texture = new Texture2D(1, 1, TextureFormat.Alpha8, false); _texture.hideFlags = HideFlags.HideInInspector | HideFlags.DontSave; _texture.filterMode = FilterMode.Point; _texture.wrapMode = TextureWrapMode.Clamp; //Debug.Log("Texture2D creation: " + _texture.GetNativeTextureID()); } int textureID = _texture.GetNativeTextureID(); SysFont.QueueTextureWithOptions(_text, FontName, _fontSize, _isBold, _isItalic, _alignment, _isMultiLine, _maxWidthPixels, _maxHeightPixels, (int)_lineBreakMode, _fillColor.r, _fillColor.g, _fillColor.b, _fillColor.a, _isStrokeEnabled, _strokeWidth, _strokeColor.r, _strokeColor.g, _strokeColor.b, _strokeColor.a, _isShadowEnabled, _shadowOffset.x, _shadowOffset.y, _shadowColor.r, _shadowColor.g, _shadowColor.b, _shadowColor.a, _lineSpacing, _offset, textureID); _textWidthPixels = SysFont.GetTextWidth(textureID); _textHeightPixels = SysFont.GetTextHeight(textureID); _widthPixels = SysFont.GetTextureWidth(textureID); _heightPixels = SysFont.GetTextureHeight(textureID); SysFont.UpdateQueuedTexture(textureID); _lastText = _text; _lastFontName = FontName; _lastFontSize = _fontSize; _lastIsBold = _isBold; _lastIsItalic = _isItalic; _lastAlignment = _alignment; _lastIsMultiLine = _isMultiLine; _lastMaxWidthPixels = _maxWidthPixels; _lastMaxHeightPixels = _maxHeightPixels; _lastLineBreakMode = _lineBreakMode; _lastFillColor = _fillColor; _lastIsStrokeEnabled = _isStrokeEnabled; _lastStrokeWidth = _strokeWidth; _lastStrokeColor = _strokeColor; _lastIsShadowEnabled = _isShadowEnabled; _lastShadowOffset = _shadowOffset; _lastShadowColor = _shadowColor; }