public void FontTextureChanged() { // Only invoke if we are not destroyed. if (!this) { FontUpdateTracker.UntrackText(this); return; } if (m_DisableFontTextureRebuiltCallback) { return; } cachedTextGenerator.Invalidate(); if (!IsActive()) { return; } // this is a bit hacky, but it is currently the // cleanest solution.... // if we detect the font texture has changed and are in a rebuild loop // we just regenerate the verts for the new UV's if (CanvasUpdateRegistry.IsRebuildingGraphics() || CanvasUpdateRegistry.IsRebuildingLayout()) { UpdateGeometry(); } else { SetAllDirty(); } }
public override void OnRebuildRequested() { // After a Font asset gets re-imported the managed side gets deleted and recreated, // that means the delegates are not persisted. // so we need to properly enforce a consistent state here. FontUpdateTracker.UntrackText(this); FontUpdateTracker.TrackText(this); // Also the textgenerator is no longer valid. cachedTextGenerator.Invalidate(); base.OnRebuildRequested(); }
protected override void OnDisable() { FontUpdateTracker.UntrackText(this); base.OnDisable(); }
protected override void OnEnable() { base.OnEnable(); cachedTextGenerator.Invalidate(); FontUpdateTracker.TrackText(this); }