private int GetInitialVertexToColorize(TEXT_COMPONENT _textComponent) { if (textChars == null) { textChars = _privateProperties.text.ToCharArray(); } int num = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: if (_privateProperties.enableShadow && _privateProperties.enableOutline) { num = 5; } else if (_privateProperties.enableOutline) { num = 4; } else if (_privateProperties.enableShadow) { num = 1; } break; case TEXT_COMPONENT.Shadow: num = 0; break; case TEXT_COMPONENT.Outline: num = 1; break; } return(textChars.Length * 4 * num); }
private int GetFinalVertexToColorize(TEXT_COMPONENT _textComponent) { int lastVertex = 0; int meshOptionMultipler = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: meshOptionMultipler = GetVertexIndexPosition() + 1; lastVertex = parsingList.Length * 4 * meshOptionMultipler; break; case TEXT_COMPONENT.Shadow: lastVertex = parsingList.Length * 4; break; case TEXT_COMPONENT.Outline: meshOptionMultipler = GetVertexIndexPosition(); lastVertex = parsingList.Length * 4 * meshOptionMultipler; break; } return(lastVertex); }
/// <summary> /// Gets the initial vertex to colorize. /// </summary> /// <returns> /// The initial vertex to colorize. /// </returns> /// <param name='_textComponent'> /// _text component. /// </param> private int GetInitialVertexToColorize(TEXT_COMPONENT _textComponent) { int meshOptionMultipler = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: meshOptionMultipler += GetVertexIndexPosition(); break; case TEXT_COMPONENT.Shadow: meshOptionMultipler = 0; break; case TEXT_COMPONENT.Outline: if (_privateProperties.enableShadow) { meshOptionMultipler = 1; } else { meshOptionMultipler = 0; } break; } return(parsingList.Length * 4 * meshOptionMultipler); }
private int GetFinalVertexToColorize(TEXT_COMPONENT _textComponent) { if (textChars == null) { textChars = _privateProperties.text.ToCharArray(); } int lastVertex = 0; int meshOptionMultipler = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: if (_privateProperties.enableShadow && _privateProperties.enableOutline) { meshOptionMultipler = 6; } else if (_privateProperties.enableOutline) { meshOptionMultipler = 5; } else if (_privateProperties.enableShadow) { meshOptionMultipler = 2; } lastVertex = textChars.Length * 4 * meshOptionMultipler; break; case TEXT_COMPONENT.Shadow: lastVertex = textChars.Length * 4; break; case TEXT_COMPONENT.Outline: if (_privateProperties.enableShadow) { meshOptionMultipler = 1; } else { meshOptionMultipler = 0; } lastVertex = textChars.Length * 4 * (meshOptionMultipler + 4); break; } return(lastVertex); }
/// <summary> /// Gets the initial vertex to colorize. /// </summary> /// <returns> /// The initial vertex to colorize. /// </returns> /// <param name='_textComponent'> /// _text component. /// </param> private int GetInitialVertexToColorize(TEXT_COMPONENT _textComponent) { if (textChars == null) { textChars = _privateProperties.text.ToCharArray(); } int meshOptionMultipler = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: if (_privateProperties.enableShadow && _privateProperties.enableOutline) { meshOptionMultipler = 5; } else if (_privateProperties.enableOutline) { meshOptionMultipler = 4; } else if (_privateProperties.enableShadow) { meshOptionMultipler = 1; } break; case TEXT_COMPONENT.Shadow: meshOptionMultipler = 0; break; case TEXT_COMPONENT.Outline: if (_privateProperties.enableShadow) { meshOptionMultipler = 1; } else { meshOptionMultipler = 0; } break; } return(textChars.Length * 4 * meshOptionMultipler); }
private int GetFinalVertexToColorize(TEXT_COMPONENT _textComponent) { if (textChars == null) { textChars = _privateProperties.text.ToCharArray(); } int result = 0; int num = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: if (_privateProperties.enableShadow && _privateProperties.enableOutline) { num = 6; } else if (_privateProperties.enableOutline) { num = 5; } else if (_privateProperties.enableShadow) { num = 2; } result = textChars.Length * 4 * num; break; case TEXT_COMPONENT.Shadow: result = textChars.Length * 4; break; case TEXT_COMPONENT.Outline: num = ((!_privateProperties.enableShadow) ? 1 : 2); result = textChars.Length * 4 * (num + 4); break; } return(result); }
/// <summary> /// Gets the initial vertex to colorize. /// </summary> /// <returns> /// The initial vertex to colorize. /// </returns> /// <param name='_textComponent'> /// _text component. /// </param> private int GetInitialVertexToColorize(TEXT_COMPONENT _textComponent) { if (textChars == null) textChars = _privateProperties.text.ToCharArray(); int meshOptionMultipler = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: if (_privateProperties.enableShadow && _privateProperties.enableOutline) meshOptionMultipler = 5; else if (_privateProperties.enableOutline) meshOptionMultipler = 4; else if (_privateProperties.enableShadow) meshOptionMultipler = 1; break; case TEXT_COMPONENT.Shadow: meshOptionMultipler = 0; break; case TEXT_COMPONENT.Outline: if (_privateProperties.enableShadow) meshOptionMultipler = 1; else meshOptionMultipler = 0; break; } return textChars.Length*4*meshOptionMultipler; }
private int GetFinalVertexToColorize(TEXT_COMPONENT _textComponent) { if (textChars == null) textChars = _privateProperties.text.ToCharArray(); int lastVertex = 0; int meshOptionMultipler = 0; switch (_textComponent) { case TEXT_COMPONENT.Main: if (_privateProperties.enableShadow && _privateProperties.enableOutline) meshOptionMultipler = 6; else if (_privateProperties.enableOutline) meshOptionMultipler = 5; else if (_privateProperties.enableShadow) meshOptionMultipler = 2; lastVertex = textChars.Length*4*meshOptionMultipler; break; case TEXT_COMPONENT.Shadow: lastVertex = textChars.Length*4; break; case TEXT_COMPONENT.Outline: if (_privateProperties.enableShadow) meshOptionMultipler = 1; else meshOptionMultipler = 0; lastVertex = textChars.Length*4*(meshOptionMultipler +4); break; } return lastVertex; }
/// <summary> /// Creates the characters. /// </summary> /// <param name="alignmentPass"></param> /// <param name="characterPosition"></param> /// <param name="_offset"></param> /// <param name="_textComponent"></param> void CreateCharacters(ref int alignmentPass, ref int characterPosition, Vector3 _offset, TEXT_COMPONENT _textComponent) { ResetHelperVariables(); for (int i = 0; i < parsingList.Length; i++) { CustomFontParsing parsing = parsingList[i]; Color topColor = parsing.ColorTop; Color bottomColor = parsing.ColorBottom; switch (_textComponent) { case TEXT_COMPONENT.Shadow: topColor = bottomColor = _privateProperties.shadowColor; break; case TEXT_COMPONENT.Outline: topColor = bottomColor = _privateProperties.outlineColor; break; } if (!CreateCharacter(parsing.Char, characterPosition, _offset, topColor, bottomColor, parsing.Style)) { break; } characterPosition++; } SetAlignment(alignmentPass++, characterLength); }