Exemple #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;
	}
Exemple #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
	}
Exemple #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
	}
	public static void SaveLayers()
	{
		if (PsdLayerToNGUI.instance == null)
			PsdLayerToNGUI.instance = EditorWindow.GetWindow<PsdLayerToNGUI>(false, "PSD2NGUI", true);
		PsdLayerToNGUI.instance.Show();
		PsdLayerToNGUI.instance.Focus();
		PsdLayerToNGUI.LoadFromSelection();
	}
	public static void CreateUIWizard()
	{
		if (PsdLayerToNGUI.instance == null)
			PsdLayerToNGUI.instance = EditorWindow.GetWindow<PsdLayerToNGUI>(false, "PSD2NGUI", true);
		PsdLayerToNGUI.instance.Show();
		PsdLayerToNGUI.instance.Focus();
	}