//Set/update the text of the text mesh. public new void SetText(string atext) { //if(this is DialogWidget) // Debug.Log("LossyScale of dialog widget: " + transform.lossyScale); if (easy_text_mesh) { if (easy_text_mesh.Text == atext) { return; } easy_text_mesh.Text = atext; } else { easy_text_mesh = GetComponentInChildren <EasyFontTextMesh>() as EasyFontTextMesh; easy_text_mesh.Text = atext; } if (use_word_wrap) { WordWrap(); } ScaleBackgroundToText(); }
void OnDisable() { EasyFontTextMesh customFont = target as EasyFontTextMesh; if (customFont.GUIChanged) //Hack because of the properties is calling this even if there is no OnDisable { isFirstTime = true; } }
public new void AppendText(string atext) { if(easy_text_mesh) easy_text_mesh.Text += atext; else { easy_text_mesh = GetComponentInChildren<EasyFontTextMesh>() as EasyFontTextMesh; easy_text_mesh.Text += atext; } }
void RefreshSelectedText() { foreach (GameObject iteratorGameObject in Selection.gameObjects) { EasyFontTextMesh temp = iteratorGameObject.GetComponent <EasyFontTextMesh>(); if (temp != null) { temp.RefreshMeshEditor(); } } }
public new void AppendText(string atext) { if (easy_text_mesh) { easy_text_mesh.Text += atext; } else { easy_text_mesh = GetComponentInChildren <EasyFontTextMesh>() as EasyFontTextMesh; easy_text_mesh.Text += atext; } }
void OnEnable() { EasyFontTextMesh customFont = target as EasyFontTextMesh; if (customFont.GUIChanged || isFirstTime) { //customFont.RefreshMeshEditor(); RefreshAllSceneText(); //Refresh all test to solve the duplicate command issue (Text is not seeing when duplicating). Comment this line an use line above if you have a lot of text // and are sufferig slowdonws in the editor when selecting texts isFirstTime = false; //This is a hack because on enable is called a lot of times because of the porpertie font } }
private void generateBoardLabelAt(Vector3 position, string labelStr, Transform labelParent) { GameObject labelObject = Instantiate(labelPrefab.gameObject, position, Quaternion.identity) as GameObject; if (labelObject == null) { return; } labelObject.transform.parent = labelParent; EasyFontTextMesh label = labelObject.GetComponent <EasyFontTextMesh>(); label.Text = labelStr; label.RefreshMeshEditor(); }
public void CreateLabel(GameObject a_go, Vector3 a_offset, string a_caption) { if (null != a_go) { GameObject gameObject = (GameObject)Object.Instantiate(a_go); gameObject.transform.parent = base.transform; gameObject.transform.localPosition = a_offset; gameObject.transform.localScale = Vector3.one; gameObject.transform.localRotation = Quaternion.identity; EasyFontTextMesh component = gameObject.GetComponent <EasyFontTextMesh>(); if (null != component) { component.Text = a_caption; } } }
void RefreshAllSceneText() { UnityEngine.Object[] customFonts = Resources.FindObjectsOfTypeAll(typeof(EasyFontTextMesh)); if (customFonts.Length > 0) { for (int i = 0; i < customFonts.Length; i++) { if (AssetDatabase.GetAssetPath(customFonts[i]) == "") //Only affect the scene assets { EasyFontTextMesh tempCustomFont = (EasyFontTextMesh)customFonts[i]; tempCustomFont.RefreshMeshEditor(); } } } }
void RefreshAllSceneText() { Object[] customFonts = Resources.FindObjectsOfTypeAll(typeof(EasyFontTextMesh)); if (customFonts.Length > 0) { for (int i = 0; i < customFonts.Length; i++) { if (AssetDatabase.GetAssetPath(customFonts[i]) == "") //Only affect the scene assets { EasyFontTextMesh tempCustomFont = (EasyFontTextMesh)customFonts[i]; tempCustomFont.RefreshMeshEditor(); } } } //GameObject.Find("Perrete2").GetComponent<CustomTextMesh>().name = "Perrete1"; }
//Set/update the text of the text mesh. public new void SetText(string atext) { //if(this is DialogWidget) // Debug.Log("LossyScale of dialog widget: " + transform.lossyScale); if(easy_text_mesh) { if(easy_text_mesh.Text == atext) { return; } easy_text_mesh.Text = atext; } else { easy_text_mesh = GetComponentInChildren<EasyFontTextMesh>() as EasyFontTextMesh; easy_text_mesh.Text = atext; } if(use_word_wrap){ WordWrap(); } ScaleBackgroundToText(); }
void OnEnable() { EasyFontTextMesh customFont = target as EasyFontTextMesh; if (customFont.GUIChanged || isFirstTime) { //customFont.RefreshMeshEditor(); RefreshAllSceneText(); //Refresh all test to solve the duplicate command issue (Text is not seeing when duplicating). Comment this line an use line above if you have a lot of text // and are sufferig slowdonws in the editor when selecting texts isFirstTime = false; //This is a hack because on enable is called a lot of times because of the porpertie font } sortingLayersNames = GetSortingLayerNames(); //Initialize shorting layer index for (int i = 0; i < sortingLayersNames.Length; i++) { if (sortingLayersNames[i] == customFont.GetComponent <Renderer>().sortingLayerName) { popupSortingLayersIndex = i; } } }
public override void OnInspectorGUI() { serializedObject.Update(); DrawDefaultInspector(); EasyFontTextMesh customFont = target as EasyFontTextMesh; //SerializedObject serializedObject = new SerializedObject(customFont); SerializedProperty serializedText = serializedObject.FindProperty("_privateProperties.text"); SerializedProperty serializedFontType = serializedObject.FindProperty("_privateProperties.font"); SerializedProperty serializedDetailMaterial = serializedObject.FindProperty("_privateProperties.customDetailMaterial"); SerializedProperty serializedFontSize = serializedObject.FindProperty("_privateProperties.fontSize"); SerializedProperty serializedCharacterSize = serializedObject.FindProperty("_privateProperties.size"); SerializedProperty serializedTextAnchor = serializedObject.FindProperty("_privateProperties.textAnchor"); SerializedProperty serializedTextAlignment = serializedObject.FindProperty("_privateProperties.textAlignment"); SerializedProperty serializedLineSpacing = serializedObject.FindProperty("_privateProperties.lineSpacing"); SerializedProperty serializedFontFillType = serializedObject.FindProperty("_privateProperties.fillColorStyle"); SerializedProperty serializedFontColorTop = serializedObject.FindProperty("_privateProperties.fontColorTop"); SerializedProperty serializedFontColorBottom = serializedObject.FindProperty("_privateProperties.fontColorBottom"); SerializedProperty serializedFillMaterial = serializedObject.FindProperty("_privateProperties.fillMaterial"); SerializedProperty serializedEnableShadow = serializedObject.FindProperty("_privateProperties.enableShadow"); SerializedProperty serializedShadowColor = serializedObject.FindProperty("_privateProperties.shadowColor"); SerializedProperty serializedShadowDistance = serializedObject.FindProperty("_privateProperties.shadowDistance"); SerializedProperty serializedEnableOutline = serializedObject.FindProperty("_privateProperties.enableOutline"); SerializedProperty serializedOutlineColor = serializedObject.FindProperty("_privateProperties.outlineColor"); SerializedProperty serializedOutlineWidth = serializedObject.FindProperty("_privateProperties.outLineWidth"); SerializedProperty serializedOutLineQuality = serializedObject.FindProperty("_privateProperties.outlineQuality"); SerializedProperty serializedSortingLayerOrder = serializedObject.FindProperty("_privateProperties.sortingLayerOrder"); SerializedProperty serializedSortingLayerName = serializedObject.FindProperty("_privateProperties.sortingLayerName"); SerializedProperty[] allSerializedProperties = new SerializedProperty[21] { serializedText, serializedFontType, serializedDetailMaterial, serializedFontSize, serializedCharacterSize, serializedTextAnchor, serializedTextAlignment, serializedLineSpacing, serializedFontFillType, serializedFontColorTop, serializedFontColorBottom, serializedFillMaterial, serializedEnableShadow, serializedShadowColor, serializedShadowDistance, serializedEnableOutline, serializedOutlineColor, serializedOutlineWidth, serializedOutLineQuality, serializedSortingLayerOrder, serializedSortingLayerName }; #region properties GUIStyle textColor = new GUIStyle(); //Render settings if (serializedSortingLayerName.isInstantiatedPrefab) { SetBoldDefaultFont(serializedSortingLayerName.prefabOverride); } popupSortingLayersIndex = EditorGUILayout.Popup("Sorting Layer", popupSortingLayersIndex, sortingLayersNames); serializedSortingLayerName.stringValue = sortingLayersNames[popupSortingLayersIndex]; if (serializedSortingLayerOrder.isInstantiatedPrefab) { SetBoldDefaultFont(serializedSortingLayerOrder.prefabOverride); } EditorGUILayout.PropertyField(serializedSortingLayerOrder, new GUIContent("Order In layer", "Sets the Z shorting index in this layer")); //Text if (serializedText.isInstantiatedPrefab) { SetBoldDefaultFont(serializedText.prefabOverride); } EditorGUILayout.LabelField(new GUIContent("Text", "This is the text that is going to be used")); EditorGUILayout.BeginVertical("box"); serializedText.stringValue = EditorGUILayout.TextArea(serializedText.stringValue); EditorGUILayout.EndVertical(); //Font if (serializedFontType.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontType.prefabOverride); } EditorGUILayout.PropertyField(serializedFontType, new GUIContent("Font", "The desired font type")); if (customFont.FontType == null) { customFont.FontType = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font; } //Font material if (serializedDetailMaterial.isInstantiatedPrefab) { SetBoldDefaultFont(serializedDetailMaterial.prefabOverride); } if (customFont.FillColorStyle != EasyFontTextMesh.FILL_COLOR_STYLE.textureGradient) { EditorGUILayout.PropertyField(serializedDetailMaterial, new GUIContent("Detail Material", "Used for additional FX")); } else { textColor.normal.textColor = Color.red; EditorGUILayout.BeginHorizontal(); //EditorGUILayout.LabelField("Detail material is Disabled when TextureGradient Font Color Style is selected", textColor); EditorGUILayout.LabelField(new GUIContent("Detail material", "Disabled when TextureGradient Font Color Style is selected"), textColor); EditorGUILayout.LabelField(new GUIContent("DISABLED", "Disabled when TextureGradient Font Color Style is selected"), textColor); EditorGUILayout.EndHorizontal(); } if (customFont.FontType == null) { customFont.FontType = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font; } //Font Size if (serializedFontSize.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontSize.prefabOverride); } EditorGUILayout.PropertyField(serializedFontSize, new GUIContent("Font size", "This is the actual font size. It will set the texture size")); //CharacterSize if (serializedCharacterSize.isInstantiatedPrefab) { SetBoldDefaultFont(serializedCharacterSize.prefabOverride); } //serializedCharacterSize.floatValue = EditorGUILayout.FloatField(new GUIContent("Character size", "How big the characters are going to be renderer"), serializedCharacterSize.floatValue); EditorGUILayout.PropertyField(serializedCharacterSize, new GUIContent("Character Size", "How big the characters are going to be renderer")); //Text anchor if (serializedTextAnchor.isInstantiatedPrefab) { SetBoldDefaultFont(serializedTextAnchor.prefabOverride); } EditorGUILayout.PropertyField(serializedTextAnchor, new GUIContent("Text Anchor", "Position of the texts pivot's point")); //Text alignment if (serializedTextAlignment.isInstantiatedPrefab) { SetBoldDefaultFont(serializedTextAlignment.prefabOverride); } EditorGUILayout.PropertyField(serializedTextAlignment, new GUIContent("Text alignment", "Line alignment")); //Line spacing if (serializedLineSpacing.isInstantiatedPrefab) { SetBoldDefaultFont(serializedLineSpacing.prefabOverride); } EditorGUILayout.PropertyField(serializedLineSpacing, new GUIContent("Line spacing", "Distance between lines")); // Font color if (serializedFontFillType.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontFillType.prefabOverride); } EditorGUILayout.PropertyField(serializedFontFillType, new GUIContent("Font Color Style", "The fill color style")); EditorGUILayout.BeginVertical("box"); switch (customFont.FillColorStyle) { case EasyFontTextMesh.FILL_COLOR_STYLE.single: if (serializedFontColorTop.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontColorTop.prefabOverride); } EditorGUILayout.PropertyField(serializedFontColorTop, new GUIContent("Color", "Color for the top")); break; case EasyFontTextMesh.FILL_COLOR_STYLE.gradient: if (serializedFontColorTop.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontColorTop.prefabOverride); } EditorGUILayout.PropertyField(serializedFontColorTop, new GUIContent("Top Color", "Color for the top")); if (serializedFontColorBottom.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontColorBottom.prefabOverride); } EditorGUILayout.PropertyField(serializedFontColorBottom, new GUIContent("Bottom Color", "Color for the bottom")); break; case EasyFontTextMesh.FILL_COLOR_STYLE.textureGradient: if (serializedFillMaterial.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFillMaterial.prefabOverride); } EditorGUILayout.PropertyField(serializedFillMaterial, new GUIContent("Fill material", "The desired fill material for the letters. Don't forget to assign the font texture correctly")); customFont.CustomDetailMaterial = null; //Detail material is not compatible with texture gradient because both uses second uv chanell EditorGUILayout.HelpBox("Detail Material is not compatible with TextureGradient fill style. It will be automatically disabled", MessageType.Warning); break; } EditorGUILayout.EndVertical(); // Shadow if (serializedEnableShadow.isInstantiatedPrefab) { SetBoldDefaultFont(serializedEnableShadow.prefabOverride); } EditorGUILayout.PropertyField(serializedEnableShadow, new GUIContent("Enable Shadow", "Enable/Disable shadow")); if (customFont.EnableShadow) //Only show the options when enabled { EditorGUILayout.BeginVertical("box"); if (serializedShadowColor.isInstantiatedPrefab) { SetBoldDefaultFont(serializedShadowColor.prefabOverride); } EditorGUILayout.PropertyField(serializedShadowColor, new GUIContent("Shadow color", "Sets the sahdow's color")); if (serializedShadowDistance.isInstantiatedPrefab) { SetBoldDefaultFont(serializedShadowDistance.prefabOverride); } serializedShadowDistance.vector3Value = EditorGUILayout.Vector3Field(new GUIContent("Shadow distance", "The distance between the main characters and its shadow"), serializedShadowDistance.vector3Value); EditorGUILayout.EndVertical(); } //Outline if (serializedEnableOutline.isInstantiatedPrefab) { SetBoldDefaultFont(serializedEnableOutline.prefabOverride); } EditorGUILayout.PropertyField(serializedEnableOutline, new GUIContent("Enable Outline", "Enable/Disable the text's outline")); if (customFont.EnableOutline) //Only show the options when enabled { EditorGUILayout.BeginVertical("box"); if (serializedOutlineColor.isInstantiatedPrefab) { SetBoldDefaultFont(serializedOutlineColor.prefabOverride); } EditorGUILayout.PropertyField(serializedOutlineColor, new GUIContent("Outline color", "Sets the ouline color")); if (serializedOutlineWidth.isInstantiatedPrefab) { SetBoldDefaultFont(serializedOutlineWidth.prefabOverride); } EditorGUILayout.PropertyField(serializedOutlineWidth, new GUIContent("Outline width", "Sets the outline width")); if (serializedOutLineQuality.isInstantiatedPrefab) { SetBoldDefaultFont(serializedOutLineQuality.prefabOverride); } EditorGUILayout.PropertyField(serializedOutLineQuality, new GUIContent("High Quality", "Increase the number of vertex but gives better results")); EditorGUILayout.EndVertical(); } #endregion #region buttons and info if (GUILayout.Button("Refresh")) { Debug.Log("Refreshing Text mesh"); //customFont.RefreshMeshEditor(); //Because clicking the button produces a GUIChange this is done automaticcaly } if (GUILayout.Button("Refresh all")) { RefreshAllSceneText(); //OnPlayModeChanged(); } GUIStyle buttonStyleRed = new GUIStyle("button"); buttonStyleRed.normal.textColor = Color.red; if (GUILayout.Button("Destroy Text component", buttonStyleRed)) { Renderer tempRenderer = customFont.gameObject.GetComponent <Renderer>(); MeshFilter tempMeshFilter = customFont.GetComponent <MeshFilter>(); DestroyImmediate(customFont); DestroyImmediate(tempRenderer); DestroyImmediate(tempMeshFilter.sharedMesh); DestroyImmediate(tempMeshFilter); return; } textColor.normal.textColor = Color.green; EditorGUILayout.LabelField(string.Format("Vertex count {0}", customFont.GetVertexCount().ToString()), textColor); if (customFont.GetComponent <Renderer>().sharedMaterial != null) { if (customFont.GetComponent <Renderer>().sharedMaterial.mainTexture != null) { EditorGUILayout.LabelField(string.Format("Font Texture Size {0} x {1}", customFont.GetComponent <Renderer>().sharedMaterial.mainTexture.width.ToString(), customFont.GetComponent <Renderer>().sharedMaterial.mainTexture.height.ToString()), textColor); } else { textColor.normal.textColor = Color.red; EditorGUILayout.LabelField(string.Format("Font Texture Size {0}", "Texture is Null", textColor)); } } #endregion #region prefab checks //Check if the prefab has changed to refresh the text bool checkCurrentPrefabModification = false; PropertyModification[] modifiedProperties = PrefabUtility.GetPropertyModifications((UnityEngine.Object)customFont); if (modifiedProperties != null && modifiedProperties.Length > 0) { for (int i = 0; i < modifiedProperties.Length; i++) { foreach (SerializedProperty serializerPropertyIterator in allSerializedProperties) { if (serializerPropertyIterator.propertyPath == modifiedProperties[i].propertyPath) { wasPrefabModified = true; checkCurrentPrefabModification = true; } } } } else { checkCurrentPrefabModification = false; } if (wasPrefabModified && !checkCurrentPrefabModification) { RefreshAllSceneText(); wasPrefabModified = false; } //Security check. If the mesh is null a prefab revert has been made if (customFont.GetComponent <MeshFilter>().sharedMesh == null) { customFont.RefreshMeshEditor(); } #endregion serializedObject.ApplyModifiedProperties(); //Track changes customFont.GUIChanged = GUI.changed; if (customFont.GUIChanged) { RefreshSelectedText(); EditorUtility.SetDirty(customFont); } //If you undo with a multiple selection the GuiChange is not called.... So here it s a workaround if (Event.current.commandName == "UndoRedoPerformed") { RefreshSelectedText(); } }
public void Start() { chatInput = GetComponent<EasyFontTextMesh>(); }
void Start() { EasyFontTextMesh textMesh = GetComponent <EasyFontTextMesh>(); textMesh.Text = LocalizationUtils.GetLocalizedMessage(localizationKey); }
public void Start() { chatInput = GetComponent <EasyFontTextMesh>(); }
public override void OnInspectorGUI() { EditorGUIUtility.LookLikeInspector(); DrawDefaultInspector(); EasyFontTextMesh customFont = target as EasyFontTextMesh; SerializedObject serializedObject = new SerializedObject(customFont); SerializedProperty serializedText = serializedObject.FindProperty("_privateProperties.text"); SerializedProperty serializedFontType = serializedObject.FindProperty("_privateProperties.font"); SerializedProperty serializedFontFillMaterial = serializedObject.FindProperty("_privateProperties.customFillMaterial"); SerializedProperty serializedFontSize = serializedObject.FindProperty("_privateProperties.fontSize"); SerializedProperty serializedCharacterSize = serializedObject.FindProperty("_privateProperties.size"); SerializedProperty serializedTextAnchor = serializedObject.FindProperty("_privateProperties.textAnchor"); SerializedProperty serializedTextAlignment = serializedObject.FindProperty("_privateProperties.textAlignment"); SerializedProperty serializedLineSpacing = serializedObject.FindProperty("_privateProperties.lineSpacing"); SerializedProperty serializedFontColorTop = serializedObject.FindProperty("_privateProperties.fontColorTop"); SerializedProperty serializedFontColorBottom = serializedObject.FindProperty("_privateProperties.fontColorBottom"); SerializedProperty serializedEnableShadow = serializedObject.FindProperty("_privateProperties.enableShadow"); SerializedProperty serializedShadowColor = serializedObject.FindProperty("_privateProperties.shadowColor"); SerializedProperty serializedShadowDistance = serializedObject.FindProperty("_privateProperties.shadowDistance"); SerializedProperty serializedEnableOutline = serializedObject.FindProperty("_privateProperties.enableOutline"); SerializedProperty serializedOutlineColor = serializedObject.FindProperty("_privateProperties.outlineColor"); SerializedProperty serializedOutlineWidth = serializedObject.FindProperty("_privateProperties.outLineWidth"); SerializedProperty serializedHQOutline = serializedObject.FindProperty("_privateProperties.highQualityOutline"); SerializedProperty[] allSerializedProperties = new SerializedProperty[17] { serializedText, serializedFontType, serializedFontFillMaterial, serializedFontSize, serializedCharacterSize, serializedTextAnchor, serializedTextAlignment, serializedLineSpacing, serializedFontColorTop, serializedFontColorBottom, serializedEnableShadow, serializedShadowColor, serializedShadowDistance, serializedEnableOutline, serializedOutlineColor, serializedOutlineWidth, serializedHQOutline }; #region properties //Text if (serializedText.isInstantiatedPrefab) { SetBoldDefaultFont(serializedText.prefabOverride); } EditorGUILayout.LabelField(new GUIContent("Text", "This is the text that is going to be used")); EditorGUILayout.BeginVertical("box"); customFont.Text = EditorGUILayout.TextArea(customFont.Text); //customFont.Text = EditorGUILayout.TextField("Text", customFont.Text); //Old way of inserting text EditorGUILayout.EndVertical(); //Font if (serializedFontType.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontType.prefabOverride); } customFont.FontType = EditorGUILayout.ObjectField(new GUIContent("Font", "The desired font type"), customFont.FontType, typeof(Font), false) as Font; if (customFont.FontType == null) { customFont.FontType = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font; } //Font material if (serializedFontFillMaterial.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontFillMaterial.prefabOverride); } customFont.CustomFillMaterial = EditorGUILayout.ObjectField(new GUIContent("Custom Fill material", "Use a material different form the one deffined by the font"), customFont.CustomFillMaterial, typeof(Material), false) as Material; if (customFont.FontType == null) { customFont.FontType = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font; } //Font Size if (serializedFontSize.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontSize.prefabOverride); } customFont.FontSize = EditorGUILayout.IntField(new GUIContent("Font size", "This is the actual font size. It will set the texture size"), customFont.FontSize); //CharacterSize if (serializedCharacterSize.isInstantiatedPrefab) { SetBoldDefaultFont(serializedCharacterSize.prefabOverride); } customFont.Size = EditorGUILayout.FloatField(new GUIContent("Character size", "How big the characters are going to be renderer"), customFont.Size); //Text acnhor if (serializedTextAnchor.isInstantiatedPrefab) { SetBoldDefaultFont(serializedTextAnchor.prefabOverride); } customFont.Textanchor = (EasyFontTextMesh.TEXT_ANCHOR)EditorGUILayout.EnumPopup(new GUIContent("Text Anchor", "Position of the texts pivot's point"), customFont.Textanchor); //Text alignment if (serializedTextAlignment.isInstantiatedPrefab) { SetBoldDefaultFont(serializedTextAlignment.prefabOverride); } customFont.Textalignment = (EasyFontTextMesh.TEXT_ALIGNMENT)EditorGUILayout.EnumPopup(new GUIContent("Text alignment", "Line alignment"), customFont.Textalignment); //Line spacing if (serializedLineSpacing.isInstantiatedPrefab) { SetBoldDefaultFont(serializedLineSpacing.prefabOverride); } customFont.LineSpacing = EditorGUILayout.FloatField(new GUIContent("Line spacing", "Distance between lines"), customFont.LineSpacing); // Font color if (serializedFontColorTop.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontColorTop.prefabOverride); } customFont.FontColorTop = EditorGUILayout.ColorField(new GUIContent("Top Color", "Color for the top"), customFont.FontColorTop); if (serializedFontColorBottom.isInstantiatedPrefab) { SetBoldDefaultFont(serializedFontColorBottom.prefabOverride); } customFont.FontColorBottom = EditorGUILayout.ColorField(new GUIContent("Bottom Color", "Color for the bottom"), customFont.FontColorBottom); // Shadow if (serializedEnableShadow.isInstantiatedPrefab) { SetBoldDefaultFont(serializedEnableShadow.prefabOverride); } customFont.EnableShadow = EditorGUILayout.Toggle(new GUIContent("Enable Shadow", "Enable/Disable shadow"), customFont.EnableShadow); if (customFont.EnableShadow) //Only show the options when enabled { EditorGUILayout.BeginVertical("box"); if (serializedShadowColor.isInstantiatedPrefab) { SetBoldDefaultFont(serializedShadowColor.prefabOverride); } customFont.ShadowColor = EditorGUILayout.ColorField(new GUIContent("Shadow color", "Sets the sahdow's color"), customFont.ShadowColor); if (serializedShadowDistance.isInstantiatedPrefab) { SetBoldDefaultFont(serializedShadowDistance.prefabOverride); } customFont.ShadowDistance = EditorGUILayout.Vector3Field("Shadow distance", customFont.ShadowDistance); EditorGUILayout.EndVertical(); } //Outline if (serializedEnableOutline.isInstantiatedPrefab) { SetBoldDefaultFont(serializedEnableOutline.prefabOverride); } customFont.EnableOutline = EditorGUILayout.Toggle(new GUIContent("Enable Outline", "Enable/Disable the text's outline"), customFont.EnableOutline); if (customFont.EnableOutline) //Only show the options when enabled { EditorGUILayout.BeginVertical("box"); if (serializedOutlineColor.isInstantiatedPrefab) { SetBoldDefaultFont(serializedOutlineColor.prefabOverride); } customFont.OutlineColor = EditorGUILayout.ColorField(new GUIContent("Outline color", "Sets the ouline color"), customFont.OutlineColor); if (serializedOutlineWidth.isInstantiatedPrefab) { SetBoldDefaultFont(serializedOutlineWidth.prefabOverride); } customFont.OutLineWidth = EditorGUILayout.FloatField(new GUIContent("Outline width", "Sets the outline width"), customFont.OutLineWidth); if (serializedHQOutline.isInstantiatedPrefab) { SetBoldDefaultFont(serializedHQOutline.prefabOverride); } customFont.HighQualityOutline = EditorGUILayout.Toggle(new GUIContent("High Quality", "Increase the number of vertex but gives better results"), customFont.HighQualityOutline); EditorGUILayout.EndVertical(); } #endregion #region buttons and info if (GUILayout.Button("Refresh")) { Debug.Log("Refreshing Text mesh"); customFont.RefreshMeshEditor(); } if (GUILayout.Button("Refresh all")) { RefreshAllSceneText(); //OnPlayModeChanged(); } GUIStyle buttonStyleRed = new GUIStyle("button"); buttonStyleRed.normal.textColor = Color.red; if (GUILayout.Button("Destroy Text component", buttonStyleRed)) { Renderer tempRenderer = customFont.gameObject.renderer; MeshFilter tempMeshFilter = customFont.GetComponent <MeshFilter>(); DestroyImmediate(customFont); DestroyImmediate(tempRenderer); DestroyImmediate(tempMeshFilter.sharedMesh); DestroyImmediate(tempMeshFilter); return; } GUIStyle greenText = new GUIStyle(); greenText.normal.textColor = Color.green; EditorGUILayout.LabelField(string.Format("Vertex count {0}", customFont.GetVertexCount().ToString()), greenText); EditorGUILayout.LabelField(string.Format("Font Texture Size {0} x {1}", customFont.renderer.sharedMaterial.mainTexture.width.ToString(), customFont.renderer.sharedMaterial.mainTexture.height.ToString()), greenText); #endregion #region prefab checks //Check if the prefab has changed to refresh the text bool checkCurrentPrefabModification = false; PropertyModification[] modifiedProperties = PrefabUtility.GetPropertyModifications((Object)customFont); if (modifiedProperties != null && modifiedProperties.Length > 0) { for (int i = 0; i < modifiedProperties.Length; i++) { foreach (SerializedProperty serializerPropertyIterator in allSerializedProperties) { if (serializerPropertyIterator.propertyPath == modifiedProperties[i].propertyPath) { wasPrefabModified = true; checkCurrentPrefabModification = true; } } } } else { checkCurrentPrefabModification = false; } if (wasPrefabModified && !checkCurrentPrefabModification) { RefreshAllSceneText(); wasPrefabModified = false; } //Security check. If the mesh is null a prefab revert has been made if (customFont.GetComponent <MeshFilter>().sharedMesh == null) { customFont.RefreshMeshEditor(); } #endregion customFont.GUIChanged = GUI.changed; if (customFont.GUIChanged) { customFont.RefreshMeshEditor(); EditorUtility.SetDirty(customFont); } }