public static void CreateSymbolListFromText(string text, List <TextSymbol> symbolList) { Pool(symbolList); symbolList.Clear(); var parsedCharacters = 0; while (parsedCharacters < text.Length) { TextSymbol symbol; // Check for tags var remainingText = text.Substring(parsedCharacters, text.Length - parsedCharacters); if (RichTextTag.StringStartsWithTag(remainingText)) { var tag = RichTextTag.ParseNext(remainingText); symbol = GetSymbol().Initialize(tag); } else { symbol = GetSymbol().Initialize(remainingText.Substring(0, 1)); } parsedCharacters += symbol.Length; symbolList.Add(symbol); } }
public static List <TextSymbol> CreateSymbolListFromText(string text) { var symbolList = new List <TextSymbol>(); int parsedCharacters = 0; while (parsedCharacters < text.Length) { TextSymbol symbol = null; // Check for tags var remainingText = text.Substring(parsedCharacters, text.Length - parsedCharacters); if (RichTextTag.StringStartsWithTag(remainingText)) { var tag = RichTextTag.ParseNext(remainingText); symbol = new TextSymbol(tag); } else { symbol = new TextSymbol(remainingText.Substring(0, 1)); } parsedCharacters += symbol.Length; symbolList.Add(symbol); } return(symbolList); }
public void Update() { if (Input.GetKeyDown(KeyCode.Space)) { var tag = RichTextTag.ParseNext("blah<color=red>boo</color"); LogTag(tag); tag = RichTextTag.ParseNext("<color=blue>blue</color"); LogTag(tag); tag = RichTextTag.ParseNext("No tag in here"); LogTag(tag); tag = RichTextTag.ParseNext("No <color=blueblue</color tag here either"); LogTag(tag); tag = RichTextTag.ParseNext("This tag is a closing tag </bold>"); LogTag(tag); } }
public void Update() { UnityEngine.Time.timeScale = this.pauseGameToggle.isOn ? 0.0f : 1.0f; if (Input.GetKeyDown(KeyCode.Space)) { var tag = RichTextTag.ParseNext("blah<color=red>boo</color"); LogTag(tag); tag = RichTextTag.ParseNext("<color=blue>blue</color"); LogTag(tag); tag = RichTextTag.ParseNext("No tag in here"); LogTag(tag); tag = RichTextTag.ParseNext("No <color=blueblue</color tag here either"); LogTag(tag); tag = RichTextTag.ParseNext("This tag is a closing tag </bold>"); LogTag(tag); } }
private static List <TypedTextSymbol> CreateSymbolListFromText(string text) { var symbolList = new List <TypedTextSymbol>(); int parsedCharacters = 0; while (parsedCharacters < text.Length) { TypedTextSymbol symbol = null; // Check for tags var remainingText = text.Substring(parsedCharacters, text.Length - parsedCharacters); if (RichTextTag.StringStartsWithTag(remainingText)) { var tag = RichTextTag.ParseNext(remainingText); symbol = new TypedTextSymbol(tag); } else if (RichTextTag.StringStartsWithMarkup(remainingText)) { var tag = RichTextTag.ParseMarkup(remainingText); symbol = new TypedTextSymbol(tag); if (tag == "{{player}}") { foreach (var letter in Player.Instance.entityName) { symbolList.Add(new TypedTextSymbol(letter.ToString())); } parsedCharacters += symbol.Length; continue; } } else { symbol = new TypedTextSymbol(remainingText.Substring(0, 1)); } parsedCharacters += symbol.Length; symbolList.Add(symbol); } return(symbolList); }