コード例 #1
0
        /// <summary>
        /// Create and add new default material to sprite asset.
        /// </summary>
        /// <param name="spriteAsset"></param>
        private static void AddDefaultMaterial(TMP_SpriteAsset spriteAsset)
        {
            Shader shader = Shader.Find("TMPro/Sprite");
            Material material = new Material(shader);
            material.SetTexture(ShaderUtilities.ID_MainTex, spriteAsset.spriteSheet);

            spriteAsset.material = material;
            material.hideFlags = HideFlags.HideInHierarchy;
            AssetDatabase.AddObjectToAsset(material, spriteAsset);
        }
コード例 #2
0
        internal static void Init()
        {
            On.RoR2.Glyphs.GetGlyphString_MPEventSystem_string_AxisRange_InputSource += GetCustomGlyphString;

            On.RoR2.InputBindingDisplayController.Awake += ApplyInputDisplaySpriteAsset;

            On.RoR2.UI.ContextManager.Awake += ApplyContextSpriteAsset;

            On.RoR2.UI.MPEventSystem.OnLastActiveControllerChanged += ChangedToCustom;

            glyphsSpriteAsset = VRMod.VRAssetBundle.LoadAsset <TMP_SpriteAsset>("sprVRGlyphs");

            if (ModConfig.InitialOculusModeValue)
            {
                currentGlyphs = standardGlyphs;
                return;
            }

            RoR2Application.onUpdate += FindControllerType;
        }
コード例 #3
0
        public void ShowTMProWarning(Shader shader, Shader mobileShader, Shader spriteShader, System.Action <Material> onCreatedMaterial)
        {
#if UNITY_EDITOR && TMP_PRESENT
            if (!textMeshPro || !textMeshPro.fontSharedMaterial)
            {
                return;
            }

            // Is the material preset for dissolve?
            Material m = textMeshPro.fontSharedMaterial;
            if (m.shader != shader && m.shader != mobileShader)
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.HelpBox(string.Format("{0} requires '{1}' or '{2}' as a shader for material preset.", GetType().Name, shader.name, mobileShader.name), MessageType.Warning);
                if (GUILayout.Button("Fix"))
                {
                    var correctShader = m.shader.name.Contains("Mobile") ? mobileShader : shader;
                    textMeshPro.fontSharedMaterial = ModifyTMProMaterialPreset(m, correctShader, onCreatedMaterial);
                }
                EditorGUILayout.EndHorizontal();
                return;
            }

            // Is the sprite asset for dissolve?
            TMP_SpriteAsset spriteAsset = textMeshPro.spriteAsset ?? TMP_Settings.GetSpriteAsset();
            m = spriteAsset.material;
            if (m && m.shader != spriteShader && textMeshPro.richText && textMeshPro.text.Contains("<sprite="))
            {
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.HelpBox(string.Format("{0} requires '{1}' as a shader for sprite asset.", GetType().Name, spriteShader.name), MessageType.Warning);
                if (GUILayout.Button("Fix"))
                {
                    GetComponentsInChildren <TMP_SubMesh> ().Select(x => x.gameObject).ToList().ForEach(DestroyImmediate);
                    GetComponentsInChildren <TMP_SubMeshUI> ().Select(x => x.gameObject).ToList().ForEach(DestroyImmediate);
                    textMeshPro.spriteAsset = ModifyTMProSpriteAsset(m, spriteShader, onCreatedMaterial);
                }
                EditorGUILayout.EndHorizontal();
                return;
            }
        }
コード例 #4
0
    public void OnPreprocessBuild(BuildReport report)
    {
        TMP_SpriteAsset spriteAsset = GetSpriteAsset();

        if (spriteAsset != null)
        {
            Texture spriteSheet = GetSpriteSheet(target: report.summary.platform);

            if (spriteSheet != null)
            {
                spriteAsset.spriteSheet = spriteSheet;
            }
            else
            {
                Debug.LogErrorFormat("SpriteSheet texture couldn't be found for {0}", report.summary.platform);
            }
        }
        else
        {
            Debug.LogErrorFormat("SpriteAsset couldn't be loaded at path: {0}", _emojiSpriteAssetPath);
        }
    }
コード例 #5
0
        public static void HookTMP(TMP_Text tmp_Text)
        {
            if (tmp_Text == null)
            {
                return;
            }

            if (rootEmojiAsset == null)
            {
                canCopyTextures = SystemInfo.copyTextureSupport != UnityEngine.Rendering.CopyTextureSupport.None;

                rootEmojiAsset    = CreateTMP_SpriteAsset();
                currentEmojiAsset = rootEmojiAsset;
                currentEmojiIndex = 0;
            }

            if (emojiTexture == null)
            {
                emojiTexture = new EmojiTexture(EMOJI_SIZE);
            }

            if (tmp_Text.spriteAsset == null)
            {
                tmp_Text.spriteAsset = rootEmojiAsset;
            }
            else if (tmp_Text.spriteAsset != rootEmojiAsset)
            {
                if (tmp_Text.spriteAsset.fallbackSpriteAssets == null)
                {
                    tmp_Text.spriteAsset.fallbackSpriteAssets = new List <TMP_SpriteAsset>();
                }

                if (!tmp_Text.spriteAsset.fallbackSpriteAssets.Contains(rootEmojiAsset))
                {
                    tmp_Text.spriteAsset.fallbackSpriteAssets.Add(rootEmojiAsset);
                }
            }
        }
コード例 #6
0
        public static void CreateTextMeshProObjectPerform()
        {
            Object activeObject = Selection.activeObject;

            if (activeObject == null || activeObject.GetType() != typeof(Texture2D))
            {
                Debug.LogWarning("A texture which contains sprites must first be selected in order to create a TextMesh Pro Sprite Asset.");
                return;
            }
            Texture2D       texture2D = activeObject as Texture2D;
            string          assetPath = AssetDatabase.GetAssetPath(texture2D);
            string          fileName  = Path.GetFileName(assetPath);
            string          fileNameWithoutExtension = Path.GetFileNameWithoutExtension(assetPath);
            string          str             = assetPath.Replace(fileName, "");
            TMP_SpriteAsset tMP_SpriteAsset = AssetDatabase.LoadAssetAtPath(str + fileNameWithoutExtension + ".asset", typeof(TMP_SpriteAsset)) as TMP_SpriteAsset;

            if ((tMP_SpriteAsset == null) ? true : false)
            {
                tMP_SpriteAsset = ScriptableObject.CreateInstance <TMP_SpriteAsset>();
                AssetDatabase.CreateAsset(tMP_SpriteAsset, str + fileNameWithoutExtension + ".asset");
                tMP_SpriteAsset.hashCode       = TMP_TextUtilities.GetSimpleHashCode(tMP_SpriteAsset.name);
                tMP_SpriteAsset.spriteSheet    = texture2D;
                tMP_SpriteAsset.spriteInfoList = GetSpriteInfo(texture2D);
                AddDefaultMaterial(tMP_SpriteAsset);
            }
            else
            {
                tMP_SpriteAsset.spriteInfoList = UpdateSpriteInfo(tMP_SpriteAsset);
                if (tMP_SpriteAsset.material == null)
                {
                    AddDefaultMaterial(tMP_SpriteAsset);
                }
            }
            EditorUtility.SetDirty(tMP_SpriteAsset);
            AssetDatabase.SaveAssets();
            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(tMP_SpriteAsset));
        }
コード例 #7
0
        public void OnEnable()
        {
            m_SpriteAsset = target as TMP_SpriteAsset;

            m_spriteAtlas_prop             = serializedObject.FindProperty("spriteSheet");
            m_material_prop                = serializedObject.FindProperty("material");
            m_SpriteCharacterTableProperty = serializedObject.FindProperty("m_SpriteCharacterTable");
            m_SpriteGlyphTableProperty     = serializedObject.FindProperty("m_SpriteGlyphTable");

            // Fallback TMP Sprite Asset list
            m_fallbackSpriteAssetList = new ReorderableList(serializedObject, serializedObject.FindProperty("fallbackSpriteAssets"), true, true, true, true);

            m_fallbackSpriteAssetList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
            {
                var element = m_fallbackSpriteAssetList.serializedProperty.GetArrayElementAtIndex(index);
                rect.y += 2;
                EditorGUI.PropertyField(new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight), element, GUIContent.none);
            };

            m_fallbackSpriteAssetList.drawHeaderCallback = rect =>
            {
                EditorGUI.LabelField(rect, new GUIContent("Fallback Sprite Asset List", "Select the Sprite Assets that will be searched and used as fallback when a given sprite is missing from this sprite asset."));
            };
        }
コード例 #8
0
        public static void HookTMP(TMP_Text tmp_Text)
        {
            if (tmp_Text == null)
            {
                return;
            }

            if (rootEmojiAsset == null)
            {
                rootEmojiAsset    = CreateTMP_SpriteAsset();
                currentEmojiAsset = rootEmojiAsset;
                currentEmojiIndex = 0;
            }

            if (emojiTexture == null)
            {
                emojiTexture = new EmojiTexture(EMOJI_SIZE);
            }

            if (tmp_Text.spriteAsset == null)
            {
                tmp_Text.spriteAsset = rootEmojiAsset;
            }
            else if (tmp_Text.spriteAsset != rootEmojiAsset)
            {
                if (tmp_Text.spriteAsset.fallbackSpriteAssets == null)
                {
                    tmp_Text.spriteAsset.fallbackSpriteAssets = new List <TMP_SpriteAsset>();
                }

                if (!tmp_Text.spriteAsset.fallbackSpriteAssets.Contains(rootEmojiAsset))
                {
                    tmp_Text.spriteAsset.fallbackSpriteAssets.Add(rootEmojiAsset);
                }
            }
        }
コード例 #9
0
ファイル: SpriteHelper.cs プロジェクト: MCBTay/XLMenuMod
        //TODO: Currently this doesn't work on a folder that has no textures in it.
        public void LoadCustomFolderSprite(ICustomFolderInfo folder, string path)
        {
            if (string.IsNullOrEmpty(path))
            {
                return;
            }

            var folderIconPath = Path.Combine(path, "folder.png");

            if (!File.Exists(folderIconPath))
            {
                folderIconPath = Path.Combine(path, "folder.jpg");
            }

            if (!File.Exists(folderIconPath))
            {
                folderIconPath = Path.Combine(path, "folder.jpeg");
            }

            if (!File.Exists(folderIconPath))
            {
                return;
            }

            // Assign new Sprite Sheet texture to the Sprite Asset.
            var texture = LoadTexture(folderIconPath);

            List <TMP_Sprite> spriteInfoList = new List <TMP_Sprite>();

            TMP_Sprite sprite = new TMP_Sprite();

            sprite.id       = 0;
            sprite.name     = Path.GetFileNameWithoutExtension(folderIconPath) ?? "";
            sprite.hashCode = TMP_TextUtilities.GetSimpleHashCode(sprite.name);

            //// Attempt to extract Unicode value from name
            int unicode;
            int indexOfSeperator = sprite.name.IndexOf('-');

            if (indexOfSeperator != -1)
            {
                unicode = TMP_TextUtilities.StringHexToInt(sprite.name.Substring(indexOfSeperator + 1));
            }
            else
            {
                unicode = TMP_TextUtilities.StringHexToInt(sprite.name);
            }

            sprite.unicode = unicode;

            sprite.x      = 0;
            sprite.y      = 0;
            sprite.width  = texture.width;
            sprite.height = texture.height;
            sprite.pivot  = new Vector2(0.5f, 0.5f);

            sprite.xAdvance = sprite.width;
            sprite.scale    = 1.0f;
            sprite.xOffset  = 0 - (sprite.width * sprite.pivot.x);
            sprite.yOffset  = sprite.height;

            spriteInfoList.Add(sprite);

            // Create new Sprite Asset using this texture
            TMP_SpriteAsset spriteAsset = ScriptableObject.CreateInstance <TMP_SpriteAsset>();

            // Compute the hash code for the sprite asset.
            spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name);

            spriteAsset.spriteSheet    = texture;
            spriteAsset.spriteInfoList = spriteInfoList;

            // Add new default material for sprite asset.
            AddDefaultMaterial(spriteAsset);

            folder.CustomSprite = spriteAsset;
        }
コード例 #10
0
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            SerializedProperty property2           = property.FindPropertyRelative("id");
            SerializedProperty serializedProperty  = property.FindPropertyRelative("name");
            SerializedProperty serializedProperty2 = property.FindPropertyRelative("hashCode");
            SerializedProperty serializedProperty3 = property.FindPropertyRelative("unicode");
            SerializedProperty serializedProperty4 = property.FindPropertyRelative("x");
            SerializedProperty serializedProperty5 = property.FindPropertyRelative("y");
            SerializedProperty serializedProperty6 = property.FindPropertyRelative("width");
            SerializedProperty serializedProperty7 = property.FindPropertyRelative("height");
            SerializedProperty property3           = property.FindPropertyRelative("xOffset");
            SerializedProperty property4           = property.FindPropertyRelative("yOffset");
            SerializedProperty property5           = property.FindPropertyRelative("xAdvance");
            SerializedProperty property6           = property.FindPropertyRelative("scale");
            SerializedProperty serializedProperty8 = property.FindPropertyRelative("sprite");
            Texture            spriteSheet         = (property.serializedObject.targetObject as TMP_SpriteAsset).spriteSheet;

            if (spriteSheet == null)
            {
                Debug.LogWarning("Please assign a valid Sprite Atlas texture to the [" + property.serializedObject.targetObject.name + "] Sprite Asset.", property.serializedObject.targetObject);
                return;
            }
            Vector2 vector = new Vector2(65f, 65f);

            if (serializedProperty6.floatValue >= serializedProperty7.floatValue)
            {
                vector.y    = serializedProperty7.floatValue * vector.x / serializedProperty6.floatValue;
                position.y += (vector.x - vector.y) / 2f;
            }
            else
            {
                vector.x    = serializedProperty6.floatValue * vector.y / serializedProperty7.floatValue;
                position.x += (vector.y - vector.x) / 2f;
            }
            GUI.DrawTextureWithTexCoords(texCoords: new Rect(serializedProperty4.floatValue / (float)spriteSheet.width, serializedProperty5.floatValue / (float)spriteSheet.height, serializedProperty6.floatValue / (float)spriteSheet.width, serializedProperty7.floatValue / (float)spriteSheet.height), position: new Rect(position.x + 5f, position.y, vector.x, vector.y), image: spriteSheet, alphaBlend: true);
            Rect rect = new Rect(position.x, position.y, position.width, 49f);

            rect.x += 70f;
            bool enabled = GUI.enabled;

            GUI.enabled = false;
            EditorGUIUtility.labelWidth = 30f;
            EditorGUI.PropertyField(new Rect(rect.x + 5f, rect.y, 65f, 18f), property2, new GUIContent("ID:"));
            GUI.enabled = enabled;
            EditorGUI.BeginChangeCheck();
            EditorGUIUtility.labelWidth = 55f;
            GUI.SetNextControlName("Unicode Input");
            string s = EditorGUI.TextField(new Rect(rect.x + 75f, rect.y, 105f, 18f), "Unicode:", serializedProperty3.intValue.ToString("X"));

            if (GUI.GetNameOfFocusedControl() == "Unicode Input")
            {
                char character = Event.current.character;
                if ((character < '0' || character > '9') && (character < 'a' || character > 'f') && (character < 'A' || character > 'F'))
                {
                    Event.current.character = '\0';
                }
                if (EditorGUI.EndChangeCheck())
                {
                    serializedProperty3.intValue = TMP_TextUtilities.StringToInt(s);
                    property.serializedObject.ApplyModifiedProperties();
                    TMP_SpriteAsset tMP_SpriteAsset = property.serializedObject.targetObject as TMP_SpriteAsset;
                    tMP_SpriteAsset.UpdateLookupTables();
                }
            }
            EditorGUIUtility.labelWidth = 45f;
            EditorGUI.BeginChangeCheck();
            EditorGUI.PropertyField(new Rect(rect.x + 185f, rect.y, rect.width - 260f, 18f), serializedProperty, new GUIContent("Name: " + serializedProperty.stringValue));
            if (EditorGUI.EndChangeCheck())
            {
                Sprite sprite = serializedProperty8.objectReferenceValue as Sprite;
                if (sprite != null)
                {
                    sprite.name = serializedProperty.stringValue;
                }
                serializedProperty2.intValue = TMP_TextUtilities.GetSimpleHashCode(serializedProperty.stringValue);
                property.serializedObject.ApplyModifiedProperties();
            }
            EditorGUIUtility.labelWidth = 30f;
            EditorGUIUtility.fieldWidth = 10f;
            float num = (rect.width - 75f) / 4f;

            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 0f, rect.y + 22f, num - 5f, 18f), serializedProperty4, new GUIContent("X:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 1f, rect.y + 22f, num - 5f, 18f), serializedProperty5, new GUIContent("Y:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 2f, rect.y + 22f, num - 5f, 18f), serializedProperty6, new GUIContent("W:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 3f, rect.y + 22f, num - 5f, 18f), serializedProperty7, new GUIContent("H:"));
            EditorGUI.BeginChangeCheck();
            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 0f, rect.y + 44f, num - 5f, 18f), property3, new GUIContent("OX:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 1f, rect.y + 44f, num - 5f, 18f), property4, new GUIContent("OY:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 2f, rect.y + 44f, num - 5f, 18f), property5, new GUIContent("Adv."));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + num * 3f, rect.y + 44f, num - 5f, 18f), property6, new GUIContent("SF."));
            if (!EditorGUI.EndChangeCheck())
            {
            }
        }
コード例 #11
0
ファイル: SpriteInfoDrawer.cs プロジェクト: kd7uiy/ld41
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            //SerializedProperty prop_fileID = property.FindPropertyRelative("fileID");
            SerializedProperty prop_id       = property.FindPropertyRelative("id");
            SerializedProperty prop_name     = property.FindPropertyRelative("name");
            SerializedProperty prop_hashCode = property.FindPropertyRelative("hashCode");
            SerializedProperty prop_unicode  = property.FindPropertyRelative("unicode");
            SerializedProperty prop_x        = property.FindPropertyRelative("x");
            SerializedProperty prop_y        = property.FindPropertyRelative("y");
            SerializedProperty prop_width    = property.FindPropertyRelative("width");
            SerializedProperty prop_height   = property.FindPropertyRelative("height");
            SerializedProperty prop_xOffset  = property.FindPropertyRelative("xOffset");
            SerializedProperty prop_yOffset  = property.FindPropertyRelative("yOffset");
            SerializedProperty prop_xAdvance = property.FindPropertyRelative("xAdvance");
            SerializedProperty prop_scale    = property.FindPropertyRelative("scale");
            SerializedProperty prop_sprite   = property.FindPropertyRelative("sprite");

            // Get a reference to the sprite texture
            Texture tex = (property.serializedObject.targetObject as TMP_SpriteAsset).spriteSheet;

            // Return if we don't have a texture assigned to the sprite asset.
            if (tex == null)
            {
                Debug.LogWarning("Please assign a valid Sprite Atlas texture to the [" + property.serializedObject.targetObject.name + "] Sprite Asset.", property.serializedObject.targetObject);
                return;
            }

            Vector2 spriteTexPosition = new Vector2(position.x, position.y);
            Vector2 spriteSize        = new Vector2(65, 65);

            if (prop_width.floatValue >= prop_height.floatValue)
            {
                spriteSize.y         = prop_height.floatValue * spriteSize.x / prop_width.floatValue;
                spriteTexPosition.y += (spriteSize.x - spriteSize.y) / 2;
            }
            else
            {
                spriteSize.x         = prop_width.floatValue * spriteSize.y / prop_height.floatValue;
                spriteTexPosition.x += (spriteSize.y - spriteSize.x) / 2;
            }

            // Compute the normalized texture coordinates
            Rect texCoords = new Rect(prop_x.floatValue / tex.width, prop_y.floatValue / tex.height, prop_width.floatValue / tex.width, prop_height.floatValue / tex.height);

            GUI.DrawTextureWithTexCoords(new Rect(spriteTexPosition.x + 5, spriteTexPosition.y + 2.5f, spriteSize.x, spriteSize.y), tex, texCoords, true);

            // We get Rect since a valid position may not be provided by the caller.
            Rect rect = new Rect(position.x, position.y, position.width, 49);

            rect.x += 70;

            bool isEnabled = GUI.enabled;

            GUI.enabled = false;
            EditorGUIUtility.labelWidth = 30f;
            EditorGUI.PropertyField(new Rect(rect.x + 5f, rect.y, 65f, 18), prop_id, new GUIContent("ID:"));

            GUI.enabled = isEnabled;
            EditorGUI.BeginChangeCheck();
            EditorGUIUtility.labelWidth = 55f;
            GUI.SetNextControlName("Unicode Input");
            string unicode = EditorGUI.TextField(new Rect(rect.x + 75f, rect.y, 105, 18), "Unicode:", prop_unicode.intValue.ToString("X"));

            if (GUI.GetNameOfFocusedControl() == "Unicode Input")
            {
                //Filter out unwanted characters.
                char chr = Event.current.character;
                if ((chr < '0' || chr > '9') && (chr < 'a' || chr > 'f') && (chr < 'A' || chr > 'F'))
                {
                    Event.current.character = '\0';
                }

                if (EditorGUI.EndChangeCheck())
                {
                    prop_unicode.intValue = TMP_TextUtilities.StringToInt(unicode);

                    property.serializedObject.ApplyModifiedProperties();

                    TMP_SpriteAsset spriteAsset = property.serializedObject.targetObject as TMP_SpriteAsset;
                    spriteAsset.UpdateLookupTables();
                }
            }


            EditorGUIUtility.labelWidth = 45f;
            EditorGUI.BeginChangeCheck();
            EditorGUI.PropertyField(new Rect(rect.x + 185f, rect.y, rect.width - 260, 18), prop_name, new GUIContent("Name: " + prop_name.stringValue));
            if (EditorGUI.EndChangeCheck())
            {
                Sprite sprite = prop_sprite.objectReferenceValue as Sprite;
                if (sprite != null)
                {
                    sprite.name = prop_name.stringValue;
                }

                // Recompute hashCode for new name
                prop_hashCode.intValue = TMP_TextUtilities.GetSimpleHashCode(prop_name.stringValue);
                // Check to make sure for duplicates
                property.serializedObject.ApplyModifiedProperties();
                // Dictionary needs to be updated since HashCode has changed.
                //TMP_StyleSheet.Instance.LoadStyleDictionary();
            }

            EditorGUIUtility.labelWidth = 30f;
            EditorGUIUtility.fieldWidth = 10f;

            //GUI.enabled = false;
            float width = (rect.width - 75f) / 4;

            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 22, width - 5f, 18), prop_x, new GUIContent("X:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 22, width - 5f, 18), prop_y, new GUIContent("Y:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 22, width - 5f, 18), prop_width, new GUIContent("W:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 22, width - 5f, 18), prop_height, new GUIContent("H:"));

            //GUI.enabled = true;

            EditorGUI.BeginChangeCheck();
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 44, width - 5f, 18), prop_xOffset, new GUIContent("OX:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 44, width - 5f, 18), prop_yOffset, new GUIContent("OY:"));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 44, width - 5f, 18), prop_xAdvance, new GUIContent("Adv."));
            EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 44, width - 5f, 18), prop_scale, new GUIContent("SF."));
            if (EditorGUI.EndChangeCheck())
            {
                //Sprite sprite = prop_sprite.objectReferenceValue as Sprite;
                //sprite = Sprite.Create(sprite.texture, sprite.rect, new Vector2(0.1f, 0.8f));
                //prop_sprite.objectReferenceValue = sprite;
                //Debug.Log(sprite.bounds);
            }
        }
        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            SerializedProperty prop_SpriteName         = property.FindPropertyRelative("m_Name");
            SerializedProperty prop_SpriteNameHashCode = property.FindPropertyRelative("m_HashCode");
            SerializedProperty prop_SpriteUnicode      = property.FindPropertyRelative("m_Unicode");
            SerializedProperty prop_SpriteGlyphIndex   = property.FindPropertyRelative("m_GlyphIndex");
            SerializedProperty prop_SpriteScale        = property.FindPropertyRelative("m_Scale");


            GUIStyle style = new GUIStyle(EditorStyles.label);

            style.richText = true;

            EditorGUIUtility.labelWidth = 40f;
            EditorGUIUtility.fieldWidth = 50;

            Rect rect = new Rect(position.x + 60, position.y, position.width, 49);

            // Display non-editable fields
            if (GUI.enabled == false)
            {
                // Sprite Character Index
                int spriteCharacterIndex;
                int.TryParse(property.displayName.Split(' ')[1], out spriteCharacterIndex);
                EditorGUI.LabelField(new Rect(rect.x, rect.y, 75f, 18), new GUIContent("Index: <color=#FFFF80>" + spriteCharacterIndex + "</color>"), style);

                EditorGUI.LabelField(new Rect(rect.x + 75f, rect.y, 120f, 18), new GUIContent("Unicode: <color=#FFFF80>0x" + prop_SpriteUnicode.intValue.ToString("X") + "</color>"), style);
                EditorGUI.LabelField(new Rect(rect.x + 195f, rect.y, rect.width - 255, 18), new GUIContent("Name: <color=#FFFF80>" + prop_SpriteName.stringValue + "</color>"), style);

                EditorGUI.LabelField(new Rect(rect.x, rect.y + 18, 120, 18), new GUIContent("Glyph ID: <color=#FFFF80>" + prop_SpriteGlyphIndex.intValue + "</color>"), style);

                // Draw Sprite Glyph (if exists)
                DrawSpriteGlyph(position, property);

                EditorGUI.LabelField(new Rect(rect.x, rect.y + 36, 80, 18), new GUIContent("Scale: <color=#FFFF80>" + prop_SpriteScale.floatValue + "</color>"), style);
            }
            else // Display editable fields
            {
                // Get a reference to the underlying Sprite Asset
                TMP_SpriteAsset spriteAsset = property.serializedObject.targetObject as TMP_SpriteAsset;

                // Sprite Character Index
                int spriteCharacterIndex;
                int.TryParse(property.displayName.Split(' ')[1], out spriteCharacterIndex);

                EditorGUI.LabelField(new Rect(rect.x, rect.y, 75f, 18), new GUIContent("Index: <color=#FFFF80>" + spriteCharacterIndex + "</color>"), style);

                EditorGUIUtility.labelWidth = 55f;
                GUI.SetNextControlName("Unicode Input");
                EditorGUI.BeginChangeCheck();
                string unicode = EditorGUI.DelayedTextField(new Rect(rect.x + 75f, rect.y, 120, 18), "Unicode:", prop_SpriteUnicode.intValue.ToString("X"));

                if (GUI.GetNameOfFocusedControl() == "Unicode Input")
                {
                    //Filter out unwanted characters.
                    char chr = Event.current.character;
                    if ((chr < '0' || chr > '9') && (chr < 'a' || chr > 'f') && (chr < 'A' || chr > 'F'))
                    {
                        Event.current.character = '\0';
                    }
                }

                if (EditorGUI.EndChangeCheck())
                {
                    // Update Unicode value
                    prop_SpriteUnicode.intValue = TMP_TextUtilities.StringHexToInt(unicode);
                    spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
                }

                EditorGUIUtility.labelWidth = 41f;
                EditorGUI.BeginChangeCheck();
                EditorGUI.DelayedTextField(new Rect(rect.x + 195f, rect.y, rect.width - 255, 18), prop_SpriteName, new GUIContent("Name:"));
                if (EditorGUI.EndChangeCheck())
                {
                    // Recompute hashCode for new name
                    prop_SpriteNameHashCode.intValue             = TMP_TextUtilities.GetSimpleHashCode(prop_SpriteName.stringValue);
                    spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
                }

                EditorGUIUtility.labelWidth = 59f;
                EditorGUI.BeginChangeCheck();
                EditorGUI.DelayedIntField(new Rect(rect.x, rect.y + 18, 100, 18), prop_SpriteGlyphIndex, new GUIContent("Glyph ID:"));
                if (EditorGUI.EndChangeCheck())
                {
                    spriteAsset.m_IsSpriteAssetLookupTablesDirty = true;
                }

                // Draw Sprite Glyph (if exists)
                DrawSpriteGlyph(position, property);

                int glyphIndex = prop_SpriteGlyphIndex.intValue;

                // Reset glyph selection if new character has been selected.
                if (GUI.enabled && m_GlyphSelectedForEditing != glyphIndex)
                {
                    m_GlyphSelectedForEditing = -1;
                }

                // Display button to edit the glyph data.
                if (GUI.Button(new Rect(rect.x + 120, rect.y + 18, 75, 18), new GUIContent("Edit Glyph")))
                {
                    if (m_GlyphSelectedForEditing == -1)
                    {
                        m_GlyphSelectedForEditing = glyphIndex;
                    }
                    else
                    {
                        m_GlyphSelectedForEditing = -1;
                    }

                    // Button clicks should not result in potential change.
                    GUI.changed = false;
                }

                // Show the glyph property drawer if selected
                if (glyphIndex == m_GlyphSelectedForEditing && GUI.enabled)
                {
                    if (spriteAsset != null)
                    {
                        // Lookup glyph and draw glyph (if available)
                        int elementIndex = spriteAsset.spriteGlyphTable.FindIndex(item => item.index == glyphIndex);

                        if (elementIndex != -1)
                        {
                            // Get a reference to the Sprite Glyph Table
                            SerializedProperty prop_SpriteGlyphTable = property.serializedObject.FindProperty("m_SpriteGlyphTable");

                            SerializedProperty prop_SpriteGlyph  = prop_SpriteGlyphTable.GetArrayElementAtIndex(elementIndex);
                            SerializedProperty prop_GlyphMetrics = prop_SpriteGlyph.FindPropertyRelative("m_Metrics");
                            SerializedProperty prop_GlyphRect    = prop_SpriteGlyph.FindPropertyRelative("m_GlyphRect");

                            Rect newRect = EditorGUILayout.GetControlRect(false, 115);
                            EditorGUI.DrawRect(new Rect(newRect.x + 62, newRect.y - 20, newRect.width - 62, newRect.height - 5), new Color(0.1f, 0.1f, 0.1f, 0.45f));
                            EditorGUI.DrawRect(new Rect(newRect.x + 63, newRect.y - 19, newRect.width - 64, newRect.height - 7), new Color(0.3f, 0.3f, 0.3f, 0.8f));

                            // Display GlyphRect
                            newRect.x     += 65;
                            newRect.y     -= 18;
                            newRect.width += 5;
                            EditorGUI.PropertyField(newRect, prop_GlyphRect);

                            // Display GlyphMetrics
                            newRect.y += 45;
                            EditorGUI.PropertyField(newRect, prop_GlyphMetrics);

                            rect.y += 120;
                        }
                    }
                }

                EditorGUIUtility.labelWidth = 39f;
                EditorGUI.PropertyField(new Rect(rect.x, rect.y + 36, 80, 18), prop_SpriteScale, new GUIContent("Scale:"));
            }
        }
コード例 #13
0
        public static IEnumerator ProcessAsync(string text)
        {
            didProcessAsync = false;
            if (rootEmojiAsset == null)
            {
                yield break;
            }

            if (string.IsNullOrEmpty(text))
            {
                yield break;
            }

            List <string> detectedEmojis = new List <string>();

            string emojiText = null;

            while ((emojiText = EmojiTexture.GetFirstEmoji(text)) != null)
            {
                text = text.Substring(text.IndexOf(emojiText, System.StringComparison.Ordinal));

                if (!string.IsNullOrEmpty(emojiText))
                {
                    int             spriteIndex = -1;
                    TMP_SpriteAsset spriteAsset = TMP_SpriteAsset
                                                  .SearchForSpriteByUnicode(rootEmojiAsset, char.ConvertToUtf32(emojiText, 0), true, out spriteIndex);
                    if (spriteAsset == null)
                    {
                        detectedEmojis.Add(emojiText);
                    }
                    text = text.Substring(emojiText.Length);
                }
                else
                {
                    break;
                }
            }

            if (detectedEmojis.Count > 0)
            {
                yield return(GithubHelper.Initialize());
            }

            foreach (var detectedEmoji in detectedEmojis)
            {
                string hex = char.ConvertToUtf32(detectedEmoji, 0).ToString("X");

                if (GithubHelper.IsValid(hex))
                {
                    yield return(emojiTexture.SetGithubEmoji(hex));

                    if (emojiTexture.didDownloadTexture)
                    {
                        PushSprite(emojiTexture);
                        didProcessAsync = true;
                    }
                }
            }

            //If the texture has unsaved changes, we apply them here
            //And make it non readable if it is full
            if (textureNeedsApply)
            {
                var makeNoLongerReadable = currentEmojiIndex == SHEET_TILES * SHEET_TILES;
                ((Texture2D)currentEmojiAsset.spriteSheet).Apply(false, makeNoLongerReadable);
                textureNeedsApply = false;
            }
        }
コード例 #14
0
        public static void CreateTextMeshProObjectPerform()
        {
            Object target = Selection.activeObject;

            // Make sure the selection is a texture.
            if (target == null || target.GetType() != typeof(Texture2D))
            {
                return;
            }

            Texture2D sourceTex = target as Texture2D;

            // Get the path to the selected texture.
            string filePathWithName         = AssetDatabase.GetAssetPath(sourceTex);
            string fileNameWithExtension    = Path.GetFileName(filePathWithName);
            string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName);
            string filePath = filePathWithName.Replace(fileNameWithExtension, "");

            // Check if Sprite Asset already exists
            TMP_SpriteAsset spriteAsset = AssetDatabase.LoadAssetAtPath(filePath + fileNameWithoutExtension + ".asset", typeof(TMP_SpriteAsset)) as TMP_SpriteAsset;
            bool            isNewAsset  = spriteAsset == null ? true : false;

            if (isNewAsset)
            {
                // Create new Sprite Asset using this texture
                spriteAsset = ScriptableObject.CreateInstance <TMP_SpriteAsset>();
                AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset");

                // Assign new Sprite Sheet texture to the Sprite Asset.
                spriteAsset.spriteSheet = sourceTex;


                spriteAsset.spriteInfoList = GetSpriteInfo(sourceTex);

                //spriteAsset.UpdateSpriteArray(sourceTex);
                //spriteSheet.hideFlags = HideFlags.HideInHierarchy;
                //AssetDatabase.AddObjectToAsset(spriteSheet, spriteAsset);

                //spriteAsset.spriteSheetWidth = sourceTex.width;
                //spriteAsset.spriteSheetHeight = sourceTex.height;
            }
            else
            {
                spriteAsset.spriteInfoList = UpdateSpriteInfo(spriteAsset);
            }

            // Get the Sprites contained in the Sprite Sheet
            EditorUtility.SetDirty(spriteAsset);

            //spriteAsset.sprites = sprites;

            // Set source texture back to Not Readable.
            //texImporter.isReadable = false;


            AssetDatabase.SaveAssets();

            //AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset));  // Re-import font asset to get the new updated version.

            //AssetDatabase.Refresh();
        }
コード例 #15
0
        // Update existing SpriteInfo
        private static List<TMP_Sprite> UpdateSpriteInfo(TMP_SpriteAsset spriteAsset)
        {
            //Debug.Log("Updating Sprite Asset.");

            string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);

            // Get all the Sprites sorted Left to Right / Top to Bottom
            Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();

            for (int i = 0; i < sprites.Length; i++)
            {
                Sprite sprite = sprites[i];

                // Check if sprite already exists in the SpriteInfoList
                int index = -1;

                if (spriteAsset.spriteInfoList[i].sprite != null)
                    index = spriteAsset.spriteInfoList.FindIndex(item => item.sprite.GetInstanceID() == sprite.GetInstanceID());

                // Use existing SpriteInfo if it already exists
                TMP_Sprite spriteInfo = index == -1 ? new TMP_Sprite() : spriteAsset.spriteInfoList[index];

                Rect spriteRect = sprite.rect;
                if (spriteInfo.name != sprite.name)
                {
                    // Preserve the existing sprite name.
                    sprite.name = spriteInfo.name;
                    //spriteInfo.name = sprite.name;
                    spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name);
                }

                spriteInfo.x = spriteRect.x;
                spriteInfo.y = spriteRect.y;
                spriteInfo.width = spriteRect.width;
                spriteInfo.height = spriteRect.height;

                // Get Sprite Pivot
                Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2));

                // The position of the pivot influences the Offset position.
                spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height);

                if (index == -1)
                {
                    // Find the next available index for this Sprite
                    int[] ids = spriteAsset.spriteInfoList.Select(item => item.id).ToArray();

                    int id = 0;
                    for (int j = 0; j < ids.Length; j++ )
                    {
                        if (ids[0] != 0) break;

                        if (j > 0 && (ids[j] - ids[j - 1]) > 1)
                        {
                            id = ids[j - 1] + 1;
                            break;
                        }

                        id = j + 1;
                    }

                    //spriteInfo.fileID = fileID;
                    spriteInfo.id = id;
                    spriteInfo.xAdvance = spriteRect.width;
                    spriteInfo.scale = 1.0f;

                    spriteInfo.xOffset = spriteInfo.pivot.x;
                    spriteInfo.yOffset = spriteInfo.pivot.y;

                    spriteAsset.spriteInfoList.Add(spriteInfo);
                }
                else
                {
                    spriteAsset.spriteInfoList[index] = spriteInfo;
                }
            }

            return spriteAsset.spriteInfoList;
        }
コード例 #16
0
        internal static void UpdateSpriteAsset(TMP_SpriteAsset spriteAsset)
        {
            // Get a list of all the sprites contained in the texture referenced by the sprite asset.
            // This only works if the texture is set to sprite mode.
            string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);

            if (string.IsNullOrEmpty(filePath))
            {
                return;
            }

            // Get all the Sprites sorted Left to Right / Top to Bottom
            Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();

            List <TMP_SpriteGlyph> spriteGlyphTable = spriteAsset.spriteGlyphTable;

            // Finding available glyph indexes to insert new glyphs into.
            var         tempGlyphTable        = spriteGlyphTable.OrderBy(glyph => glyph.index).ToList();
            List <uint> availableGlyphIndexes = new List <uint>();

            int elementIndex = 0;

            for (uint i = 0; i < tempGlyphTable[tempGlyphTable.Count - 1].index; i++)
            {
                uint currentElementIndex = tempGlyphTable[elementIndex].index;

                if (i == currentElementIndex)
                {
                    elementIndex += 1;
                }
                else
                {
                    availableGlyphIndexes.Add(i);
                }
            }

            // Iterate over each of the sprites in the texture to try to match them to existing sprites in the sprite asset.
            for (int i = 0; i < sprites.Length; i++)
            {
                int id = sprites[i].GetInstanceID();

                int glyphIndex = spriteGlyphTable.FindIndex(item => item.sprite.GetInstanceID() == id);

                if (glyphIndex == -1)
                {
                    // Add new Sprite Glyph to the table
                    Sprite sprite = sprites[i];

                    TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();

                    // Get available glyph index
                    if (availableGlyphIndexes.Count > 0)
                    {
                        spriteGlyph.index = availableGlyphIndexes[0];
                        availableGlyphIndexes.RemoveAt(0);
                    }
                    else
                    {
                        spriteGlyph.index = (uint)spriteGlyphTable.Count;
                    }

                    spriteGlyph.metrics   = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
                    spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
                    spriteGlyph.scale     = 1.0f;
                    spriteGlyph.sprite    = sprite;

                    spriteGlyphTable.Add(spriteGlyph);

                    TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
                    spriteCharacter.name  = sprite.name;
                    spriteCharacter.scale = 1.0f;

                    spriteAsset.spriteCharacterTable.Add(spriteCharacter);
                }
                else
                {
                    // Look for changes in existing Sprite Glyph
                    Sprite sprite = sprites[i];

                    TMP_SpriteGlyph spriteGlyph = spriteGlyphTable[glyphIndex];

                    // We only update changes to the sprite position / glyph rect.
                    if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
                    {
                        spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
                    }
                }
            }

            // Sort glyph table by glyph index
            spriteAsset.SortGlyphTable();
            spriteAsset.UpdateLookupTables();
            TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, spriteAsset);
        }
コード例 #17
0
        // Update existing SpriteInfo
        private static List <TMP_Sprite> UpdateSpriteInfo(TMP_SpriteAsset spriteAsset)
        {
            //Debug.Log("Updating Sprite Asset.");

            string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);

            // Get all the Sprites sorted Left to Right / Top to Bottom
            Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).OrderByDescending(x => x.rect.y).ThenBy(x => x.rect.x).ToArray();

            for (int i = 0; i < sprites.Length; i++)
            {
                Sprite sprite = sprites[i];

                // Check if the sprite is already contained in the SpriteInfoList
                int index = -1;
                if (spriteAsset.spriteInfoList.Count > i && spriteAsset.spriteInfoList[i].sprite != null)
                {
                    index = spriteAsset.spriteInfoList.FindIndex(item => item.sprite.GetInstanceID() == sprite.GetInstanceID());
                }

                // Use existing SpriteInfo if it already exists
                TMP_Sprite spriteInfo = index == -1 ? new TMP_Sprite() : spriteAsset.spriteInfoList[index];

                Rect spriteRect = sprite.rect;
                spriteInfo.x      = spriteRect.x;
                spriteInfo.y      = spriteRect.y;
                spriteInfo.width  = spriteRect.width;
                spriteInfo.height = spriteRect.height;

                // Get Sprite Pivot
                Vector2 pivot = new Vector2(0 - (sprite.bounds.min.x) / (sprite.bounds.extents.x * 2), 0 - (sprite.bounds.min.y) / (sprite.bounds.extents.y * 2));

                // The position of the pivot influences the Offset position.
                spriteInfo.pivot = new Vector2(0 - pivot.x * spriteRect.width, spriteRect.height - pivot.y * spriteRect.height);

                if (index == -1)
                {
                    // Find the next available index for this Sprite
                    int[] ids = spriteAsset.spriteInfoList.Select(item => item.id).ToArray();

                    int id = 0;
                    for (int j = 0; j < ids.Length; j++)
                    {
                        if (ids[0] != 0)
                        {
                            break;
                        }

                        if (j > 0 && (ids[j] - ids[j - 1]) > 1)
                        {
                            id = ids[j - 1] + 1;
                            break;
                        }

                        id = j + 1;
                    }

                    spriteInfo.sprite   = sprite;
                    spriteInfo.name     = sprite.name;
                    spriteInfo.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteInfo.name);
                    spriteInfo.id       = id;
                    spriteInfo.xAdvance = spriteRect.width;
                    spriteInfo.scale    = 1.0f;

                    spriteInfo.xOffset = spriteInfo.pivot.x;
                    spriteInfo.yOffset = spriteInfo.pivot.y;

                    spriteAsset.spriteInfoList.Add(spriteInfo);

                    // Sort the Sprites by ID
                    spriteAsset.spriteInfoList = spriteAsset.spriteInfoList.OrderBy(s => s.id).ToList();
                }
                else
                {
                    spriteAsset.spriteInfoList[index] = spriteInfo;
                }
            }

            return(spriteAsset.spriteInfoList);
        }
コード例 #18
0
        static Dictionary <TMP_SpriteAsset, HashSet <string> > s_fastLookupPath = new Dictionary <TMP_SpriteAsset, HashSet <string> >(); //this will cache will save the path of each character in sequence, so for every iteration we can check if we need to continue

        #endregion

        #region Emoji Search Engine Functions

        /// <summary>
        /// Try parse text converting to supported EmojiSequence format (all char sequences will be replaced to <sprite=index>)
        /// </summary>
        /// <param name="p_spriteAsset"></param>
        /// <param name="text"></param>
        /// <returns></returns>
        public static bool ParseEmojiCharSequence(TMP_SpriteAsset p_spriteAsset, ref string p_text)
        {
            bool v_changed = false;

            TryUpdateSequenceLookupTable(p_spriteAsset);
            if (!string.IsNullOrEmpty(p_text))
            {
                var v_mainSpriteAsset      = p_spriteAsset == null ? TMPro.TMP_Settings.defaultSpriteAsset : p_spriteAsset;
                var v_fastLookupPath       = v_mainSpriteAsset != null && s_fastLookupPath.ContainsKey(v_mainSpriteAsset) ? s_fastLookupPath[v_mainSpriteAsset] : new HashSet <string>();
                var v_lookupTableSequences = v_mainSpriteAsset != null && s_lookupTableSequences.ContainsKey(v_mainSpriteAsset) ? s_lookupTableSequences[v_mainSpriteAsset] : new Dictionary <string, string>();

                if (v_lookupTableSequences == null || v_lookupTableSequences.Count == 0)
                {
                    return(false);
                }

                System.Text.StringBuilder sb = new System.Text.StringBuilder();

                //Eficient way to check characters
                for (int i = 0; i < p_text.Length; i++)
                {
                    int v_endCounter = i;
                    System.Text.StringBuilder v_auxSequence = new System.Text.StringBuilder();

                    //Look for sequences in fastLookupPath
                    while (p_text.Length > v_endCounter &&
                           (v_endCounter == i ||
                            v_fastLookupPath.Contains(v_auxSequence.ToString()))
                           )
                    {
                        //We must skip variant selectors (if found it)
                        v_auxSequence.Append(p_text[v_endCounter]);
                        v_endCounter++;
                    }

                    //Remove last added guy (the previous one is the correct)
                    if (v_auxSequence.Length > 0 && !v_fastLookupPath.Contains(v_auxSequence.ToString()))
                    {
                        v_auxSequence.Remove(v_auxSequence.Length - 1, 1);
                    }

                    var v_sequence = v_auxSequence.Length > 0 ? v_auxSequence.ToString() : "";
                    //Found a sequence, add it instead add the character
                    if (v_sequence.Length > 0 && v_lookupTableSequences.ContainsKey(v_sequence))
                    {
                        v_changed = true;
                        //Changed Index to Sprite Name to prevent erros when looking at fallbacks
                        sb.Append(string.Format("<sprite name=\"{0}\">", v_lookupTableSequences[v_sequence]));

                        i += (v_sequence.Length - 1); //jump checked characters
                    }
                    //add the char (normal character)
                    else
                    {
                        sb.Append(p_text[i]);
                    }
                }

                if (v_changed)
                {
                    p_text = sb.ToString();
                }
            }

            return(v_changed);
        }
コード例 #19
0
        /// <summary>
        /// Cache all sequences in a lookuptable (and in a fastpath) found in SpriteAsset
        /// This Lookuptable will return the Sprite Index of the Emoji in SpriteAsset (the key will be the char sequence that will be used as replacement of old unicode format)
        ///
        /// The sequence will be the name of the TMP_Sprite in UTF32 or UTF16 HEX format separeted by '-' for each character (see below the example)
        /// Ex: 0023-fe0f-20e3.png
        /// </summary>
        /// <param name="p_spriteAsset"> The sprite asset used to cache the sequences</param>
        /// <param name="p_forceUpdate"> force update the lookup table of this SpriteAsset</param>
        /// <returns>true if lookup table changed</returns>
        public static bool TryUpdateSequenceLookupTable(TMP_SpriteAsset p_spriteAsset, bool p_forceUpdate = false)
        {
            var v_mainSpriteAsset = p_spriteAsset == null ? TMPro.TMP_Settings.defaultSpriteAsset : p_spriteAsset;

            if (v_mainSpriteAsset != null && (!s_lookupTableSequences.ContainsKey(v_mainSpriteAsset) || s_lookupTableSequences[v_mainSpriteAsset] == null || p_forceUpdate))
            {
                //Init FastlookupPath
                if (v_mainSpriteAsset != null && (!s_fastLookupPath.ContainsKey(v_mainSpriteAsset) || s_fastLookupPath[v_mainSpriteAsset] == null))
                {
                    s_fastLookupPath[v_mainSpriteAsset] = new HashSet <string>();
                }
                var v_fastLookupPath = v_mainSpriteAsset != null && s_fastLookupPath.ContainsKey(v_mainSpriteAsset) ? s_fastLookupPath[v_mainSpriteAsset] : new HashSet <string>();
                v_fastLookupPath.Clear();

                //Init Lookup Table
                if (v_mainSpriteAsset != null && (!s_lookupTableSequences.ContainsKey(v_mainSpriteAsset) || s_lookupTableSequences[v_mainSpriteAsset] == null))
                {
                    s_lookupTableSequences[v_mainSpriteAsset] = new Dictionary <string, string>();
                }
                var v_lookupTableSequences = v_mainSpriteAsset != null && s_lookupTableSequences.ContainsKey(v_mainSpriteAsset) ? s_lookupTableSequences[v_mainSpriteAsset] : new Dictionary <string, string>();
                v_lookupTableSequences.Clear();

                List <TMPro.TMP_SpriteAsset> v_spriteAssetsChecked = new List <TMPro.TMP_SpriteAsset>();
                v_spriteAssetsChecked.Add(v_mainSpriteAsset);
                //Add the main sprite asset
                if (TMPro.TMP_Settings.defaultSpriteAsset != null && !v_spriteAssetsChecked.Contains(TMPro.TMP_Settings.defaultSpriteAsset))
                {
                    v_spriteAssetsChecked.Add(TMPro.TMP_Settings.defaultSpriteAsset);
                }

                //Check in all spriteassets (and fallbacks)
                for (int i = 0; i < v_spriteAssetsChecked.Count; i++)
                {
                    var v_spriteAsset = v_spriteAssetsChecked[i];
                    if (v_spriteAsset != null)
                    {
                        //Check all sprites in this sprite asset
                        for (int j = 0; j < v_spriteAsset.spriteInfoList.Count; j++)
                        {
                            var v_element = v_spriteAsset.spriteInfoList[j];

                            if (v_element == null || string.IsNullOrEmpty(v_element.name) || !v_element.name.Contains("-"))
                            {
                                continue;
                            }

                            var v_elementName = BuildNameInEmojiSurrogateFormat(v_element.name);
                            var v_unicodeX8   = v_element.unicode.ToString("X8");

                            //Check for elements that Unicode is different from Name
                            if (!string.IsNullOrEmpty(v_elementName) &&
                                !string.Equals(v_elementName, v_unicodeX8, System.StringComparison.InvariantCultureIgnoreCase))
                            {
                                var v_tableStringBuilder = new System.Text.StringBuilder();
                                for (int k = 0; k < v_elementName.Length; k += 8)
                                {
                                    var v_hexUTF32 = v_elementName.Substring(k, Mathf.Min(v_elementName.Length - k, 8));
#if UNITY_2018_3_OR_NEWER
                                    var v_intValue = TMPro.TMP_TextUtilities.StringHexToInt(v_hexUTF32);
#else
                                    var v_intValue = TMPro.TMP_TextUtilities.StringToInt(v_hexUTF32);
#endif

                                    //Not a surrogate and is valid UTF32 (conditions to use char.ConvertFromUtf32 function)
                                    if (v_intValue > 0x000000 && v_intValue < 0x10ffff &&
                                        (v_intValue < 0x00d800 || v_intValue > 0x00dfff))
                                    {
                                        var v_UTF16Surrogate = char.ConvertFromUtf32(v_intValue);
                                        if (!string.IsNullOrEmpty(v_UTF16Surrogate))
                                        {
                                            //Add chars into cache (we must include the both char paths in fastLookupPath)
                                            foreach (var v_surrogateChar in v_UTF16Surrogate)
                                            {
                                                v_tableStringBuilder.Append(v_surrogateChar);
                                                //Add current path to lookup fast path
                                                v_fastLookupPath.Add(v_tableStringBuilder.ToString());
                                            }
                                        }
                                    }
                                    //Split into two chars (we failed to match conditions of char.ConvertFromUtf32 so we must split into two UTF16 chars)
                                    else
                                    {
                                        for (int l = 0; l < v_hexUTF32.Length; l += 4)
                                        {
                                            var v_hexUTF16 = v_hexUTF32.Substring(l, Mathf.Min(v_hexUTF32.Length - l, 4));
#if UNITY_2018_3_OR_NEWER
                                            var v_charValue = (char)TMPro.TMP_TextUtilities.StringHexToInt(v_hexUTF16);
#else
                                            var v_charValue = (char)TMPro.TMP_TextUtilities.StringToInt(v_hexUTF16);
#endif
                                            v_tableStringBuilder.Append(v_charValue);

                                            //Add current path to lookup fast path
                                            v_fastLookupPath.Add(v_tableStringBuilder.ToString());
                                        }
                                    }
                                }
                                var v_tableKey = v_tableStringBuilder.ToString();
                                //Add key as sequence in lookupTable
                                if (!string.IsNullOrEmpty(v_tableKey) && !v_lookupTableSequences.ContainsKey(v_tableKey))
                                {
                                    v_lookupTableSequences[v_tableKey] = v_element.name; //j;
                                }
                            }
                        }

                        //Add Fallbacks (before the next sprite asset and after this sprite asset)
                        for (int k = v_spriteAsset.fallbackSpriteAssets.Count - 1; k >= 0; k--)
                        {
                            var v_fallback = v_spriteAsset.fallbackSpriteAssets[k];
                            if (v_fallback != null && !v_spriteAssetsChecked.Contains(v_fallback))
                            {
                                v_spriteAssetsChecked.Insert(i + 1, v_fallback);
                            }
                        }
                    }
                }
                return(true);
            }

            return(false);
        }
        internal static void UpdateSpriteAsset(TMP_SpriteAsset spriteAsset)
        {
            // Get a list of all the sprites contained in the texture referenced by the sprite asset.
            // This only works if the texture is set to sprite mode.
            string filePath = AssetDatabase.GetAssetPath(spriteAsset.spriteSheet);

            if (string.IsNullOrEmpty(filePath))
            {
                return;
            }

            // Get all the sprites defined in the sprite sheet texture referenced by this sprite asset.
            Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).Select(x => x as Sprite).Where(x => x != null).ToArray();

            // Return if sprite sheet texture does not have any sprites defined in it.
            if (sprites.Length == 0)
            {
                Debug.Log("Sprite Asset <color=#FFFF80>[" + spriteAsset.name + "]</color>'s atlas texture does not appear to have any sprites defined in it. Use the Unity Sprite Editor to define sprites for this texture.", spriteAsset.spriteSheet);
                return;
            }

            List <TMP_SpriteGlyph> spriteGlyphTable = spriteAsset.spriteGlyphTable;

            // Find available glpyh indexes
            uint[]      existingGlyphIndexes  = spriteGlyphTable.Select(x => x.index).ToArray();
            List <uint> availableGlyphIndexes = new List <uint>();

            uint lastGlyphIndex = existingGlyphIndexes.Length > 0 ? existingGlyphIndexes.Last() : 0;
            int  elementIndex   = 0;

            for (uint i = 0; i < lastGlyphIndex; i++)
            {
                uint existingGlyphIndex = existingGlyphIndexes[elementIndex];

                if (i == existingGlyphIndex)
                {
                    elementIndex += 1;
                }
                else
                {
                    availableGlyphIndexes.Add(i);
                }
            }

            // Iterate over sprites contained in the updated sprite sheet to identify new and / or modified sprites.
            for (int i = 0; i < sprites.Length; i++)
            {
                Sprite sprite = sprites[i];

                // Check if current sprites is already contained in the sprite glyph table of the sprite asset.
                TMP_SpriteGlyph spriteGlyph = spriteGlyphTable.FirstOrDefault(x => x.sprite == sprite);

                if (spriteGlyph != null)
                {
                    // update existing sprite glyph
                    if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
                    {
                        spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
                    }
                }
                else
                {
                    TMP_SpriteCharacter spriteCharacter;

                    // Check if this sprite potentially exists under the same name in the sprite character table.
                    if (spriteAsset.spriteCharacterTable != null && spriteAsset.spriteCharacterTable.Count > 0)
                    {
                        spriteCharacter = spriteAsset.spriteCharacterTable.FirstOrDefault(x => x.name == sprite.name);
                        spriteGlyph     = spriteCharacter != null ? spriteGlyphTable[(int)spriteCharacter.glyphIndex] : null;

                        if (spriteGlyph != null)
                        {
                            // Update sprite reference and data
                            spriteGlyph.sprite = sprite;

                            if (spriteGlyph.glyphRect.x != sprite.rect.x || spriteGlyph.glyphRect.y != sprite.rect.y || spriteGlyph.glyphRect.width != sprite.rect.width || spriteGlyph.glyphRect.height != sprite.rect.height)
                            {
                                spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
                            }
                        }
                    }

                    // Add new Sprite Glyph to the table
                    spriteGlyph = new TMP_SpriteGlyph();

                    // Get available glyph index
                    if (availableGlyphIndexes.Count > 0)
                    {
                        spriteGlyph.index = availableGlyphIndexes[0];
                        availableGlyphIndexes.RemoveAt(0);
                    }
                    else
                    {
                        spriteGlyph.index = (uint)spriteGlyphTable.Count;
                    }

                    spriteGlyph.metrics   = new GlyphMetrics(sprite.rect.width, sprite.rect.height, -sprite.pivot.x, sprite.rect.height - sprite.pivot.y, sprite.rect.width);
                    spriteGlyph.glyphRect = new GlyphRect(sprite.rect);
                    spriteGlyph.scale     = 1.0f;
                    spriteGlyph.sprite    = sprite;

                    spriteGlyphTable.Add(spriteGlyph);

                    spriteCharacter       = new TMP_SpriteCharacter(0xFFFE, spriteGlyph);
                    spriteCharacter.name  = sprite.name;
                    spriteCharacter.scale = 1.0f;

                    spriteAsset.spriteCharacterTable.Add(spriteCharacter);
                }
            }

            // Update Sprite Character Table to replace unicode 0x0 by 0xFFFE
            for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++)
            {
                TMP_SpriteCharacter spriteCharacter = spriteAsset.spriteCharacterTable[i];
                if (spriteCharacter.unicode == 0)
                {
                    spriteCharacter.unicode = 0xFFFE;
                }
            }

            // Sort glyph table by glyph index
            spriteAsset.SortGlyphTable();
            spriteAsset.UpdateLookupTables();
            TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, spriteAsset);
        }
        public static void CreateSpriteAsset()
        {
            Object target = Selection.activeObject;

            if (target == null || target.GetType() != typeof(Texture2D)) // && target.GetType() != typeof(SpriteAtlas)))
            {
                Debug.LogWarning("A texture must first be selected in order to create a TextMesh Pro Sprite Asset.");
                return;
            }

            // Get the path to the selected asset.
            string filePathWithName         = AssetDatabase.GetAssetPath(target);
            string fileNameWithExtension    = Path.GetFileName(filePathWithName);
            string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName);
            string filePath = filePathWithName.Replace(fileNameWithExtension, "");


            // Create new Sprite Asset
            TMP_SpriteAsset spriteAsset = ScriptableObject.CreateInstance <TMP_SpriteAsset>();

            AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset");

            spriteAsset.version = "1.1.0";

            // Compute the hash code for the sprite asset.
            spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name);

            List <TMP_SpriteGlyph>     spriteGlyphTable     = new List <TMP_SpriteGlyph>();
            List <TMP_SpriteCharacter> spriteCharacterTable = new List <TMP_SpriteCharacter>();

            if (target.GetType() == typeof(Texture2D))
            {
                Texture2D sourceTex = target as Texture2D;

                // Assign new Sprite Sheet texture to the Sprite Asset.
                spriteAsset.spriteSheet = sourceTex;

                PopulateSpriteTables(sourceTex, ref spriteCharacterTable, ref spriteGlyphTable);

                spriteAsset.spriteCharacterTable = spriteCharacterTable;
                spriteAsset.spriteGlyphTable     = spriteGlyphTable;

                // Add new default material for sprite asset.
                AddDefaultMaterial(spriteAsset);
            }
            else if (target.GetType() == typeof(SpriteAtlas))
            {
                //SpriteAtlas spriteAtlas = target as SpriteAtlas;

                //PopulateSpriteTables(spriteAtlas, ref spriteCharacterTable, ref spriteGlyphTable);

                //spriteAsset.spriteCharacterTable = spriteCharacterTable;
                //spriteAsset.spriteGlyphTable = spriteGlyphTable;

                //spriteAsset.spriteSheet = spriteGlyphTable[0].sprite.texture;

                //// Add new default material for sprite asset.
                //AddDefaultMaterial(spriteAsset);
            }

            // Update Lookup tables.
            spriteAsset.UpdateLookupTables();

            // Get the Sprites contained in the Sprite Sheet
            EditorUtility.SetDirty(spriteAsset);

            //spriteAsset.sprites = sprites;

            // Set source texture back to Not Readable.
            //texImporter.isReadable = false;

            AssetDatabase.SaveAssets();

            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset));  // Re-import font asset to get the new updated version.

            //AssetDatabase.Refresh();
        }
コード例 #22
0
    /// <summary>
    /// 更新图集数据
    /// </summary>
    private void ApplySpriteAssetData()
    {
        if (cacheSpriteGlyphs == null || cacheSpriteGlyphs.Count == 0 || cacheSpriteCharacters == null ||
            cacheSpriteCharacters.Count == 0)
        {
            Debug.LogError("无缓存数据");
        }

        //1.解析新的tpsheet
        string str = File.ReadAllText(arrangeIconAtlasTpsheetFilePath);

        string[] strArr = str.Split('\n');

        //以Name为key的GlyphRect数据
        Dictionary <string, GlyphRect> glyphRectDic = new Dictionary <string, GlyphRect>();

        foreach (var item in strArr)
        {
               
            if (item.StartsWith("#") || item.StartsWith(":") || string.IsNullOrEmpty(item) || item.StartsWith("\r"))
            {
                continue;
            }
            string[]  strArr2 = item.Split(';');
            int       x       = int.Parse(strArr2[1]);
            int       y       = int.Parse(strArr2[2]);
            int       w       = int.Parse(strArr2[3]);
            int       h       = int.Parse(strArr2[4]);
            GlyphRect rect    = new GlyphRect(x, y, w, h);
            glyphRectDic.Add(strArr2[0], rect);
        }

        //1.1获取新的数据,主要使用GlyphMetrics
        Texture texture = AssetDatabase.LoadAssetAtPath <Texture>(AtlasPngPath);
        List <TMP_SpriteCharacter> newSpriteCharacters = new List <TMP_SpriteCharacter>();
        List <TMP_SpriteGlyph>     newSpriteGlyphs     = new List <TMP_SpriteGlyph>();

        PopulateSpriteTables(texture, ref newSpriteCharacters, ref newSpriteGlyphs);

        //2.更新Cache
        //2.1 cacheSpriteGlyphs
        //2.2 cacheSpriteCharacters
        if (cacheSpriteGlyphs != null && cacheSpriteGlyphs.Count > 0)
        {
            //更新Cache的SpriteGlyph的Rect

            for (int i = 0; i < cacheSpriteGlyphs.Count; i++)
            {
                TMP_SpriteGlyph glyph      = cacheSpriteGlyphs[i];
                string          spriteName = cacheSpriteCharacters[(int)glyph.index].name;
                if (glyphRectDic.ContainsKey(spriteName))
                {
                    GlyphRect newRect = glyphRectDic[spriteName];
                    glyph.glyphRect = new GlyphRect(newRect.x, newRect.y, newRect.width, newRect.height);
                }
            }
        }

        foreach (KeyValuePair <string, GlyphRect> glyphRect in glyphRectDic)
        {
            TMP_SpriteCharacter findSpriteCharacter = cacheSpriteCharacters.Find(character => character.name == glyphRect.Key);
            TMP_SpriteCharacter newSpriteCharacter  = newSpriteCharacters.Find(character => character.name == glyphRect.Key);
            if (findSpriteCharacter == null)
            {
                //新增的Sprite

                TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
                spriteGlyph.sprite     = null;
                spriteGlyph.atlasIndex = 0;
                spriteGlyph.scale      = 1.0f;
                spriteGlyph.index      = (uint)cacheSpriteGlyphs.Count;

                GlyphMetrics metrics = newSpriteCharacter.glyph.metrics;
                spriteGlyph.metrics = new GlyphMetrics(metrics.width, metrics.height, metrics.horizontalBearingX,
                                                       metrics.horizontalBearingY, metrics.horizontalAdvance);

                spriteGlyph.glyphRect = new GlyphRect(glyphRect.Value.x, glyphRect.Value.y,
                                                      glyphRect.Value.width, glyphRect.Value.height);

                cacheSpriteGlyphs.Add(spriteGlyph);

                TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter(0, spriteGlyph);
                spriteCharacter.glyphIndex = (uint)cacheSpriteCharacters.Count;
                spriteCharacter.scale      = 1;
                spriteCharacter.name       = glyphRect.Key;

                cacheSpriteCharacters.Add(spriteCharacter);
            }
        }

        //3.cache写入SpriteAsset
        TMP_SpriteAsset spriteAsset            = AssetDatabase.LoadAssetAtPath <TMP_SpriteAsset>(SpriteAssetPath);
        FieldInfo       spriteCharacterTablePi = spriteAsset.GetType().GetField("m_SpriteCharacterTable", BindingFlags.NonPublic | BindingFlags.Instance);

        if (null != spriteCharacterTablePi)
        {
            spriteCharacterTablePi.SetValue(spriteAsset, cacheSpriteCharacters);
        }
        FieldInfo spriteGlyphTablePi = spriteAsset.GetType().GetField("m_SpriteGlyphTable", BindingFlags.NonPublic | BindingFlags.Instance);

        if (null != spriteGlyphTablePi)
        {
            spriteGlyphTablePi.SetValue(spriteAsset, cacheSpriteGlyphs);
        }

        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
    }
コード例 #23
0
 public void TextPopup(string text, TMP_SpriteAsset asset, Transform target, Color color, float scale)
 {
     StartCoroutine(thr_textPopup(text, asset, target, color, scale));
 }
コード例 #24
0
        public static void CreateTextMeshProObjectPerform()
        {
            Object target = Selection.activeObject;

            // Make sure the selection is a texture.
            if (target == null || target.GetType() != typeof(Texture2D))
            {
                Debug.LogWarning("A texture which contains sprites must first be selected in order to create a TextMesh Pro Sprite Asset.");
                return;
            }

            Texture2D sourceTex = target as Texture2D;

            // Get the path to the selected texture.
            string filePathWithName         = AssetDatabase.GetAssetPath(sourceTex);
            string fileNameWithExtension    = Path.GetFileName(filePathWithName);
            string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(filePathWithName);
            string filePath = filePathWithName.Replace(fileNameWithExtension, "");

            // Check if Sprite Asset already exists
            TMP_SpriteAsset spriteAsset = AssetDatabase.LoadAssetAtPath(filePath + fileNameWithoutExtension + ".asset", typeof(TMP_SpriteAsset)) as TMP_SpriteAsset;
            bool            isNewAsset  = spriteAsset == null ? true : false;

            if (isNewAsset)
            {
                // Create new Sprite Asset using this texture
                spriteAsset = ScriptableObject.CreateInstance <TMP_SpriteAsset>();
                AssetDatabase.CreateAsset(spriteAsset, filePath + fileNameWithoutExtension + ".asset");

                // Compute the hash code for the sprite asset.
                spriteAsset.hashCode = TMP_TextUtilities.GetSimpleHashCode(spriteAsset.name);

                // Assign new Sprite Sheet texture to the Sprite Asset.
                spriteAsset.spriteSheet    = sourceTex;
                spriteAsset.spriteInfoList = GetSpriteInfo(sourceTex);

                // Add new default material for sprite asset.
                AddDefaultMaterial(spriteAsset);
            }
            else
            {
                spriteAsset.spriteInfoList = UpdateSpriteInfo(spriteAsset);

                // Make sure the sprite asset already contains a default material
                if (spriteAsset.material == null)
                {
                    // Add new default material for sprite asset.
                    AddDefaultMaterial(spriteAsset);
                }
            }

            // Get the Sprites contained in the Sprite Sheet
            EditorUtility.SetDirty(spriteAsset);

            //spriteAsset.sprites = sprites;

            // Set source texture back to Not Readable.
            //texImporter.isReadable = false;


            AssetDatabase.SaveAssets();

            AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(spriteAsset));  // Re-import font asset to get the new updated version.

            //AssetDatabase.Refresh();
        }
コード例 #25
0
    private TMP_SpriteAsset GetSpriteAsset()
    {
        TMP_SpriteAsset asset = AssetDatabase.LoadAssetAtPath(_emojiSpriteAssetPath, (typeof(TMP_SpriteAsset))) as TMP_SpriteAsset;

        return(asset);
    }