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; }
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 }
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 }