/// <summary> /// Called when the 3D Engine wishes to update the geometry in this element. This is where we need to cache geometry before draw. /// </summary> /// <param name="rpi">The <see cref="IRenderPassInfo3D" /> containing parameters for the current render pass.</param> public override void UpdateScene(IRenderPassInfo3D rpi) { if (_font == null) { _font = new Font3D(_fontFamily, (uint)_fontSize); } }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var manager = new Font3D { //StartChar = StartChar, CharWidth = CharWidth, CharHeight = CharHeight, //IsSupportLowerCase = IsSupportLowerCase }; dstManager.AddComponentData <Font3D>(entity, manager); var buffer = dstManager.AddBuffer <FontChar3DElement>(entity); for (int i = 0; i < FontChar3Ds.Length; i++) { var char3D = FontChar3Ds[i]; var charPrefab = char3D.Prefab; var charEntity = conversionSystem.GetPrimaryEntity(charPrefab); var char3DElement = new FontChar3DElement { Prefab = charEntity, Min = char3D.Min, Max = char3D.Max, Size = char3D.Size, }; buffer.Add(char3DElement); } }
public TextSceneEntity(string text, Color textColor, Vector3 location, TextDisplayMode textDisplayMode = TextDisplayMode.FacingCameraAlways, int fontSize = 8, string fontFamily = "Arial") { _text = text; _textColor = textColor; _location = location; _textDisplayMode = textDisplayMode; _font = new Font3D(fontFamily, (uint)fontSize); // Set requires SeletionId to false to exclude this item from selection, tooltips and also // prevent issues with maximum number of selectable meshes this.RequiresSelectionId = false; }
private void DisposeFont() { _font.SafeDispose(); _font = null; }
/// <summary> /// Releases unmanaged and - optionally - managed resources. /// </summary> public override void Dispose() { _font.SafeDispose(); _font = null; base.Dispose(); }