public override void OnInspectorGUI() { EditorGUIUtility.LookLikeControls(80f); NGUIEditorTools.DrawSeparator(); mFont = target as UIFont; ComponentSelector.Draw<UIAtlas>((UIAtlas)mFont.atlas, OnSelectAtlas); if (mFont.atlas != null) { if (mFont.bmFont.isValid) { string spriteName = UISlicedSpriteInspector.SpriteField((UIAtlas)mFont.atlas, mFont.spriteName); if (mFont.spriteName != spriteName) { NGUIEditorTools.RegisterUndo("Font Sprite", mFont); mFont.spriteName = spriteName; } } } else { // No atlas specified -- set the material and texture rectangle directly Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material; if (mFont.material != mat) { NGUIEditorTools.RegisterUndo("Font Material", mFont); mFont.material = mat; } } bool resetWidthHeight = false; if (mFont.atlas != null || mFont.material != null) { TextAsset data = EditorGUILayout.ObjectField("Import Font", null, typeof(TextAsset), false) as TextAsset; if (data != null) { NGUIEditorTools.RegisterUndo("Import Font Data", mFont); BMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes); mFont.Refresh(); resetWidthHeight = true; Debug.Log("Imported " + mFont.bmFont.glyphCount + " characters"); } } if (mFont.bmFont.isValid) { Color green = new Color(0.4f, 1f, 0f, 1f); Texture2D tex = mFont.texture; if (tex != null) { if (mFont.atlas == null) { // Pixels are easier to work with than UVs Rect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false); // Automatically set the width and height of the rectangle to be the original font texture's dimensions if (resetWidthHeight) { pixels.width = mFont.texWidth; pixels.height = mFont.texHeight; } // Font sprite rectangle GUI.backgroundColor = green; pixels = EditorGUILayout.RectField("Pixel Rect", pixels); GUI.backgroundColor = Color.white; // Create a button that can make the coordinates pixel-perfect on click GUILayout.BeginHorizontal(); { GUILayout.Label("Correction", GUILayout.Width(75f)); Rect corrected = NGUIMath.MakePixelPerfect(pixels); if (corrected == pixels) { GUI.color = Color.grey; GUILayout.Button("Make Pixel-Perfect"); GUI.color = Color.white; } else if (GUILayout.Button("Make Pixel-Perfect")) { pixels = corrected; GUI.changed = true; } } GUILayout.EndHorizontal(); // Convert the pixel coordinates back to UV coordinates Rect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height); if (mFont.uvRect != uvRect) { NGUIEditorTools.RegisterUndo("Font Pixel Rect", mFont); mFont.uvRect = uvRect; } } // Font spacing GUILayout.BeginHorizontal(); { EditorGUIUtility.LookLikeControls(0f); GUILayout.Label("Spacing", GUILayout.Width(60f)); GUILayout.Label("X", GUILayout.Width(12f)); int x = EditorGUILayout.IntField(mFont.horizontalSpacing); GUILayout.Label("Y", GUILayout.Width(12f)); int y = EditorGUILayout.IntField(mFont.verticalSpacing); EditorGUIUtility.LookLikeControls(80f); if (mFont.horizontalSpacing != x || mFont.verticalSpacing != y) { NGUIEditorTools.RegisterUndo("Font Spacing", mFont); mFont.horizontalSpacing = x; mFont.verticalSpacing = y; } } GUILayout.EndHorizontal(); EditorGUILayout.Separator(); GUILayout.BeginHorizontal(); { mView = (View)EditorGUILayout.EnumPopup("Show", mView); GUILayout.Label("Shader", GUILayout.Width(45f)); if (mUseShader != EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f))) { mUseShader = !mUseShader; if (mUseShader && mView == View.Font) { // TODO: Remove this when Unity fixes the bug with DrawPreviewTexture not being affected by BeginGroup Debug.LogWarning("There is a bug in Unity that prevents the texture from getting clipped properly.\n" + "Until it's fixed by Unity, your texture may spill onto the rest of the Unity's GUI while using this mode."); } } } GUILayout.EndHorizontal(); if (mView != View.Nothing) { // Draw the atlas EditorGUILayout.Separator(); Material m = mUseShader ? mFont.material : null; Rect rect = (mView == View.Atlas) ? NGUIEditorTools.DrawAtlas(tex, m) : NGUIEditorTools.DrawSprite(tex, mFont.uvRect, m); NGUIEditorTools.DrawOutline(rect, mFont.uvRect, green); rect = GUILayoutUtility.GetRect(Screen.width, 18f); EditorGUI.DropShadowLabel(rect, "Font Size: " + mFont.size); } } } }