Example #1
0
        /// <summary>

        /// Function to pre-load the TMP Resources

        /// </summary>

        public static void LoadTextMeshProResources()

        {
            TMP_Settings.LoadDefaultSettings();

            TMP_StyleSheet.LoadDefaultStyleSheet();
        }
Example #2
0
        public static void CreateTextMeshProObjectPerform()
        {
            // Get the path to the selected texture.
            string filePath         = AssetDatabase.GetAssetPath(Selection.activeObject);
            string filePathWithName = AssetDatabase.GenerateUniqueAssetPath(filePath + "/TMP Settings.asset");

            // Create new Sprite Asset using this texture
            TMP_Settings settings = ScriptableObject.CreateInstance <TMP_Settings>();

            AssetDatabase.CreateAsset(settings, filePathWithName);

            EditorUtility.SetDirty(settings);

            AssetDatabase.SaveAssets();
        }
        public void ShowTMProWarning(Shader shader, Shader mobileShader, Shader spriteShader, System.Action <Material> onCreatedMaterial)
        {
#if UNITY_EDITOR && TMP_PRESENT
            if (!textMeshPro || !textMeshPro.fontSharedMaterial)
            {
                return;
            }

            // Is the material preset for dissolve?
            Material m = textMeshPro.fontSharedMaterial;
            if (m.shader != shader && m.shader != mobileShader)
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.HelpBox(string.Format("{0} requires '{1}' or '{2}' as a shader for material preset.", GetType().Name, shader.name, mobileShader.name), MessageType.Warning);
                if (GUILayout.Button("Fix"))
                {
                    var correctShader = m.shader.name.Contains("Mobile") ? mobileShader : shader;
                    textMeshPro.fontSharedMaterial = ModifyTMProMaterialPreset(m, correctShader, onCreatedMaterial);
                }
                EditorGUILayout.EndHorizontal();
                return;
            }

            // Is the sprite asset for dissolve?
            TMP_SpriteAsset spriteAsset = textMeshPro.spriteAsset ?? TMP_Settings.GetSpriteAsset();
            // Sprite asset might not exist at all
            if (spriteAsset == null)
            {
                return;
            }

            m = spriteAsset.material;
            if (m && m.shader != spriteShader && textMeshPro.richText && textMeshPro.text.Contains("<sprite="))
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.HelpBox(string.Format("{0} requires '{1}' as a shader for sprite asset.", GetType().Name, spriteShader.name), MessageType.Warning);
                if (GUILayout.Button("Fix"))
                {
                    GetComponentsInChildren <TMP_SubMesh> ().Select(x => x.gameObject).ToList().ForEach(DestroyImmediate);
                    GetComponentsInChildren <TMP_SubMeshUI> ().Select(x => x.gameObject).ToList().ForEach(DestroyImmediate);
                    textMeshPro.spriteAsset = ModifyTMProSpriteAsset(m, spriteShader, onCreatedMaterial);
                }
                EditorGUILayout.EndHorizontal();
                return;
            }
        }