static Fonts() { FONTS = new Dictionary <string, TMP_FontAsset>(16); // List out all fonts shipped with the game foreach (var newFont in Resources.FindObjectsOfTypeAll <TMP_FontAsset>()) { string name = newFont?.name; if (!string.IsNullOrEmpty(name) && !FONTS.ContainsKey(name)) { FONTS.Add(name, newFont); } } // Initialization: UI fonts if ((DefaultTextFont = GetFontByName(DEFAULT_FONT_TEXT)) == null) { PUIUtils.LogUIWarning("Unable to find font " + DEFAULT_FONT_TEXT); } if ((DefaultUIFont = GetFontByName(DEFAULT_FONT_UI)) == null) { PUIUtils.LogUIWarning("Unable to find font " + DEFAULT_FONT_UI); } // Initialization: Text style DefaultSize = 14; TextDarkStyle = ScriptableObject.CreateInstance <TextStyleSetting>(); TextDarkStyle.enableWordWrapping = false; TextDarkStyle.fontSize = DefaultSize; TextDarkStyle.sdfFont = Text; TextDarkStyle.style = FontStyles.Normal; TextDarkStyle.textColor = Colors.UITextDark; TextLightStyle = TextDarkStyle.DeriveStyle(newColor: Colors.UITextLight); UIDarkStyle = ScriptableObject.CreateInstance <TextStyleSetting>(); UIDarkStyle.enableWordWrapping = false; UIDarkStyle.fontSize = DefaultSize; UIDarkStyle.sdfFont = UI; UIDarkStyle.style = FontStyles.Normal; UIDarkStyle.textColor = Colors.UITextDark; UILightStyle = UIDarkStyle.DeriveStyle(newColor: Colors.UITextLight); }
/// <summary> /// Returns a suitable parent object for a dialog. /// </summary> /// <returns>A game object that can be used as a dialog parent depending on the game /// stage, or null if none is available.</returns> public static GameObject GetParentObject() { GameObject parent = null; var fi = FrontEndManager.Instance; if (fi != null) { parent = fi.gameObject; } else { // Grr unity var gi = GameScreenManager.Instance; if (gi != null) { parent = gi.ssOverlayCanvas; } else { PUIUtils.LogUIWarning("No dialog parent found!"); } } return(parent); }