protected override void OnEnable()
        {
            //find the settings object and its canvas.
            FindParentSettings();

            //If there is an update to the graphic, we cant reuse old vertices, so new tesselation will be required
            myGraphic = GetComponent <Graphic>();
            if (myGraphic)
            {
                myGraphic.RegisterDirtyMaterialCallback(TesselationRequiredCallback);
                myGraphic.SetVerticesDirty();
            }

            //add text events and callbacks
            myText = GetComponent <Text>();
            if (myText)
            {
                myText.RegisterDirtyVerticesCallback(TesselationRequiredCallback);
                Font.textureRebuilt += FontTextureRebuiltCallback;
            }

#if CURVEDUI_TMP || TMP_PRESENT
            myTMP        = GetComponent <TextMeshProUGUI>();
            myTMPSubMesh = GetComponent <CurvedUITMPSubmesh>();
#endif
        }
예제 #2
0
 void FindSubmeshes()
 {
     foreach (TMP_SubMeshUI sub in GetComponentsInChildren <TMP_SubMeshUI>())
     {
         m_tempSubMsh = sub.gameObject.AddComponentIfMissing <CurvedUITMPSubmesh>();
         if (!subMeshes.Contains(m_tempSubMsh))
         {
             subMeshes.Add(m_tempSubMsh);
         }
     }
 }
예제 #3
0
 private void FindSubmeshes()
 {
     foreach (TMP_SubMeshUI hui in base.GetComponentsInChildren <TMP_SubMeshUI>())
     {
         CurvedUITMPSubmesh item = hui.gameObject.AddComponentIfMissing <CurvedUITMPSubmesh>();
         if (!this.subMeshes.Contains(item))
         {
             this.subMeshes.Add(item);
         }
     }
 }
        protected override void Awake()
        {
            base.Awake();

            myGraphic = GetComponent <Graphic>();
            myText    = GetComponent <Text>();

#if CURVEDUI_TMP || TMP_PRESENT
            myTMP        = GetComponent <TextMeshProUGUI>();
            myTMPSubMesh = GetComponent <CurvedUITMPSubmesh>();
#endif
        }
예제 #5
0
 protected override void OnEnable()
 {
     this.FindParentSettings(false);
     this.myGraphic = base.GetComponent <Graphic>();
     if (this.myGraphic)
     {
         this.myGraphic.RegisterDirtyMaterialCallback(new UnityAction(this.TesselationRequiredCallback));
         this.myGraphic.SetVerticesDirty();
     }
     this.myText = base.GetComponent <Text>();
     if (this.myText)
     {
         this.myText.RegisterDirtyVerticesCallback(new UnityAction(this.TesselationRequiredCallback));
         Font.textureRebuilt += new Action <Font>(this.FontTextureRebuiltCallback);
     }
     this.myTMP        = base.GetComponent <TextMeshProUGUI>();
     this.myTMPSubMesh = base.GetComponent <CurvedUITMPSubmesh>();
 }