Exemple #1
0
        void UpdateMesh()
        {
            if (Font == null || Size <= 0.0f || Text == null || Text.Length == 0)
            {
                // only use Text to flag this; we do want to keep the material
                // and TextData intact if the Font doesn't change
                if (m_PrevText != null)
                {
                    // Text was cleared, nothing to render any more
                    m_MeshFilter.mesh = null;
                    m_PrevText        = null;
                }

                return;
            }

            var rebuildMesh = false;

            if ((!m_PrevFont || !m_PrevFont.Equals(Font)) || !m_GeneratedFontData.IsCreated)
            {
                if (m_GeneratedFontData.IsCreated)
                {
                    m_GeneratedFontData.Dispose();
                }
                m_GeneratedFontData           = FontAssetConversion.ConvertFontData(Font);
                m_PrevFont                    = Font;
                m_MeshRenderer.sharedMaterial = Font.material;

                rebuildMesh = true;
            }

            if (m_PrevSize != Size || m_PrevText != Text || m_PrevAlignment != Alignment || m_PrevColor != Color)
            {
                rebuildMesh = true;
            }

            if (!rebuildMesh)
            {
                return;
            }

            // Lay out the mesh in the same way that the runtime will do it
            var vdata = new NativeList <SimpleVertex>(128, Allocator.Temp);
            var idata = new NativeList <ushort>(128, Allocator.Temp);

            unsafe
            {
                fixed(char *chars = Text)
                TextLayout.LayoutString(chars, Text.Length, Size, Alignment, VerticalAlignment.Baseline, Color.ToTiny().AsFloat4(), ref m_GeneratedFontData.Value,
                                        vdata, idata, out AABB bbox);

                // Flip vdata.TexCoord0.y for Unity's UV direction.  Do this here to make
                // it easier to have two different paths below.
                for (int i = 0; i < vdata.Length; ++i)
                {
                    ref var item = ref vdata.ElementAt(i);
                    item.TexCoord0.y = 1.0f - item.TexCoord0.y;
                }
            }