static void Postfix(ref TextMeshProUGUI ___advtext, ref TextMeshProUGUI ___nametext) { if (File.Exists(Font_patch_generic.path)) { TMP_FontAsset font = Font_patch_generic.getFont(); ___advtext.font = font; ___nametext.font = font; //typeof(TMP_Settings).GetFields("m_defaultFontAsset", BindingFlags.NonPublic).SetValue(null, font); } }
static void Postfix(ref object[] ___msgframe, ref GameObject ___uicanvas) { if (File.Exists(Font_patch_generic.path)) { ___uicanvas.SetActive(true); TMP_FontAsset font = Font_patch_generic.getFont(); for (int i = 0; i < ___msgframe.Length; i++) { //backlog text hidden inside private type -.- so directly changing font of textmeshpro components by GameObject.find var root = GameObject.Find("logt" + i); var transform = root.transform; var msgtx = transform.Find("text").GetComponent <TextMeshProUGUI>(); msgtx.font = font; var nametx = transform.Find("namebg").gameObject.transform.Find("chname").GetComponent <TextMeshProUGUI>(); nametx.font = font; } ___uicanvas.SetActive(false); } }