Exemple #1
0
        /// <summary>
        /// Search the given sprite asset and fallbacks for a sprite whose unicode value matches the target unicode.
        /// </summary>
        /// <param name="spriteAsset"></param>
        /// <param name="unicode"></param>
        /// <param name="includeFallbacks"></param>
        /// <param name="spriteIndex"></param>
        /// <returns></returns>
        static TextSpriteAsset SearchForSpriteByUnicodeInternal(TextSpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
        {
            // Get sprite index for the given unicode
            spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
            if (spriteIndex != -1)
            {
                return(spriteAsset);
            }

            if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
            {
                return(SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, includeFallbacks, out spriteIndex));
            }

            spriteIndex = -1;
            return(null);
        }
Exemple #2
0
        /// <summary>
        /// Search through the given sprite asset and its fallbacks for the specified sprite matching the given unicode character.
        /// </summary>
        /// <param name="spriteAsset">The font asset to search for the given character.</param>
        /// <param name="unicode">The character to find.</param>
        /// <param name="includeFallbacks"></param>
        /// <param name="spriteIndex"></param>
        /// <returns></returns>
        public static TextSpriteAsset SearchForSpriteByUnicode(TextSpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
        {
            // Check to make sure sprite asset is not null
            if (spriteAsset == null)
            {
                spriteIndex = -1; return(null);
            }

            // Get sprite index for the given unicode
            spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
            if (spriteIndex != -1)
            {
                return(spriteAsset);
            }

            // Initialize list to track instance of Sprite Assets that have already been searched.
            if (s_SearchedSpriteAssets == null)
            {
                s_SearchedSpriteAssets = new List <int>();
            }

            s_SearchedSpriteAssets.Clear();

            // Get instance ID of sprite asset and add to list.
            int id = spriteAsset.GetInstanceID();

            s_SearchedSpriteAssets.Add(id);

            // Search potential fallback sprite assets if includeFallbacks is true.
            if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
            {
                return(SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, includeFallbacks, out spriteIndex));
            }

            // Search default sprite asset potentially assigned in the Text Settings.
            if (includeFallbacks && TextSettings.defaultSpriteAsset != null)
            {
                return(SearchForSpriteByUnicodeInternal(TextSettings.defaultSpriteAsset, unicode, includeFallbacks, out spriteIndex));
            }

            spriteIndex = -1;
            return(null);
        }