void Start()
        {
            text = GetComponent <Text>();
            FontEngine.InitializeFontEngine();

            FontEngine.LoadFontFace(text.font, text.font.fontSize);
            faceInfo = FontEngine.GetFaceInfo();

            FontEngine.DestroyFontEngine();
        }
Exemple #2
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        public CostumeBuilder CostumeSprite(String name, Sprite sprite, float width, float height)
        {
            AddStep("COSTUME_SPRITE", (handler) =>
            {
                // set texture
                var spriteAsset            = ScriptableObject.CreateInstance <TMP_SpriteAsset>();
                spriteAsset.spriteInfoList = new List <TMP_Sprite>();
                spriteAsset.spriteInfoList.Add(new TMP_Sprite()
                {
                    name     = "ui_icon_entertainer_" + name,
                    unicode  = 0,
                    scale    = 1.0f,
                    sprite   = sprite,
                    height   = height,
                    width    = width,
                    pivot    = new Vector2(0, 0),
                    x        = 0,
                    y        = 0,
                    yOffset  = height,
                    xAdvance = width
                });
                spriteAsset.spriteSheet = sprite.texture;
                ShaderUtilities.GetShaderPropertyIDs();
                Material material = new Material(Shader.Find("TextMeshPro/Sprite"));
                material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);
                material.hideFlags   = HideFlags.HideInHierarchy;
                spriteAsset.material = material;
                spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode("ui_icon_entertainer_" + name);
                typeof(TMP_SpriteAsset).GetField("m_FaceInfo",
                                                 BindingFlags.GetField | BindingFlags.Instance | BindingFlags.NonPublic)
                ?.SetValue(spriteAsset, FontEngine.GetFaceInfo());
                spriteAsset.UpdateLookupTables();
                MaterialReferenceManager.AddSpriteAsset(spriteAsset);

                handler.Target.costumeSpriteName = name;
                handler.Target.customeSprite     = sprite;
            });
            return(this);
        }
Exemple #3
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    void Start()
    {
        block = new MaterialPropertyBlock();

        // glyphLookUp = FontAsset.glyphLookupTable;
        // block.SetColor(ShaderIDConstants.Color, Color.green);

        // Material = Canvas.GetDefaultCanvasMaterial();
        mesh = new Mesh();

        vertexInfo = new List <VertexData>();
        indices    = new List <uint>();

        FontEngine.InitializeFontEngine();

        FontEngine.LoadFontFace(FontToUse, 90);
        faceInfo = FontEngine.GetFaceInfo();

        // FontToUse.RequestCharactersInTexture(Text, 0, FontStyle.Italic | FontStyle.Normal | FontStyle.Bold | FontStyle.BoldAndItalic);
        FontToUse.RequestCharactersInTexture(Text);

        FontEngine.DestroyFontEngine();
    }
        static void CreateFontAssetFromSelectedObject(Object target)
        {
            Font sourceFont = (Font)target;

            string sourceFontFilePath = AssetDatabase.GetAssetPath(target);

            string folderPath = Path.GetDirectoryName(sourceFontFilePath);
            string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath);

            string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " SDF.asset");

            // Initialize FontEngine
            FontEngine.InitializeFontEngine();

            // Load Font Face
            if (FontEngine.LoadFontFace(sourceFont, 90) != FontEngineError.Success)
            {
                Debug.LogWarning("Unable to load font face for [" + sourceFont.name + "]. Make sure \"Include Font Data\" is enabled in the Font Import Settings.", sourceFont);
                return;
            }

            // Create new Font Asset
            TMP_FontAsset fontAsset = ScriptableObject.CreateInstance<TMP_FontAsset>();
            AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName);

            fontAsset.version = "1.1.0";

            fontAsset.faceInfo = FontEngine.GetFaceInfo();

            // Set font reference and GUID
            fontAsset.m_SourceFontFileGUID = AssetDatabase.AssetPathToGUID(sourceFontFilePath);
            fontAsset.m_SourceFontFile_EditorRef = sourceFont;
            fontAsset.atlasPopulationMode = AtlasPopulationMode.Dynamic;

            // Default atlas resolution is 1024 x 1024.
            int atlasWidth = fontAsset.atlasWidth = 1024;
            int atlasHeight = fontAsset.atlasHeight = 1024;
            int atlasPadding = fontAsset.atlasPadding = 9;
            fontAsset.atlasRenderMode = GlyphRenderMode.SDFAA;

            // Initialize array for the font atlas textures.
            fontAsset.atlasTextures = new Texture2D[1];

            // Create atlas texture of size zero.
            Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false);

            texture.name = assetName + " Atlas";
            fontAsset.atlasTextures[0] = texture;
            AssetDatabase.AddObjectToAsset(texture, fontAsset);

            // Add free rectangle of the size of the texture.
            int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1;
            fontAsset.freeGlyphRects = new List<GlyphRect>() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) };
            fontAsset.usedGlyphRects = new List<GlyphRect>();

            // Create new Material and Add it as Sub-Asset
            Shader default_Shader = Shader.Find("TextMeshPro/Distance Field");
            Material tmp_material = new Material(default_Shader);

            tmp_material.name = texture.name + " Material";
            tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture);
            tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth);
            tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight);

            tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier);

            tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle);
            tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle);

            fontAsset.material = tmp_material;

            AssetDatabase.AddObjectToAsset(tmp_material, fontAsset);

            // Add Font Asset Creation Settings
            fontAsset.creationSettings = new FontAssetCreationSettings(fontAsset.m_SourceFontFileGUID, fontAsset.faceInfo.pointSize, 0, atlasPadding, 0, 1024, 1024, 7, string.Empty, (int)GlyphRenderMode.SDFAA);

            // Not sure if this is still necessary in newer versions of Unity.
            EditorUtility.SetDirty(fontAsset);

            AssetDatabase.SaveAssets();
        }