예제 #1
0
        private void LoadSpriteAsset(SpriteAsset spriteAsset)
        {
            //Debug.Log("**** Loading SpriteAsset *****");


            if (spriteAsset != null)
            {
            }
            else
            {
                // Load Default SpriteAsset
                TMP_Settings settings = Resources.Load("TMP_Settings") as TMP_Settings;
                if (settings.spriteAsset != null)
                {
                    spriteAsset = settings.spriteAsset;
                }
                else
                {
                    spriteAsset = Resources.Load("Sprites/Default Sprite Atlas") as SpriteAsset;
                }
            }

            m_spriteAsset           = spriteAsset;
            m_inlineGraphic.texture = m_spriteAsset.spriteSheet;


            if (m_TextMeshPro != null)
            {
                m_TextMeshPro.hasChanged = true;
            }
            if (m_TextMeshProUI != null)
            {
                m_TextMeshProUI.hasChanged = true;
            }
        }
예제 #2
0
        private void LoadSpriteAsset(SpriteAsset spriteAsset)
        {
            if (spriteAsset == null)
            {
                // Load Default SpriteAsset
                TMP_Settings settings = Resources.Load("TMP Settings") as TMP_Settings;
                if (settings != null && settings.spriteAsset != null)
                {
                    spriteAsset = settings.spriteAsset;
                }
                else
                {
                    spriteAsset = Resources.Load("Sprite Assets/Default Sprite Asset") as SpriteAsset;
                }
            }

            m_spriteAsset           = spriteAsset;
            m_inlineGraphic.texture = m_spriteAsset.spriteSheet;

            if (m_TextMeshPro != null)
            {
                m_TextMeshPro.havePropertiesChanged = true;
            }
            if (m_TextMeshProUI != null)
            {
                m_TextMeshProUI.havePropertiesChanged = true;
            }
        }
예제 #3
0
        private void LoadSpriteAsset(SpriteAsset spriteAsset)
        {
            if (spriteAsset == null)
            {
                // Load Default SpriteAsset
                TMP_Settings settings = Resources.Load("TMP Settings") as TMP_Settings;
                if (settings != null && settings.spriteAsset != null)
                {
                    spriteAsset = settings.spriteAsset;
                }
                else
                {
                    spriteAsset = Resources.Load("Sprite Assets/Default Sprite Asset") as SpriteAsset;
                }

                // Kyle: we don't have a default, added this to remove console NRE spam
                if (spriteAsset == null)
                {
                    return;
                }
            }

            m_spriteAsset           = spriteAsset;
            m_inlineGraphic.texture = m_spriteAsset.spriteSheet;

            if (m_TextMeshPro != null)
            {
                m_TextMeshPro.havePropertiesChanged = true;
            }
            if (m_TextMeshProUI != null)
            {
                m_TextMeshProUI.havePropertiesChanged = true;
            }
        }
예제 #4
0
 private void LoadSpriteAsset(SpriteAsset spriteAsset)
 {
     if (!(spriteAsset != null))
     {
         spriteAsset = (Resources.Load("Sprites/Default Sprite Atlas") as SpriteAsset);
     }
     this.m_spriteAsset           = spriteAsset;
     this.m_inlineGraphic.texture = this.m_spriteAsset.spriteSheet;
     if (this.m_TextMeshPro != null)
     {
         this.m_TextMeshPro.hasChanged = true;
     }
     if (this.m_TextMeshProUI != null)
     {
         this.m_TextMeshProUI.hasChanged = true;
     }
 }
 private void LoadSpriteAsset(SpriteAsset spriteAsset)
 {
     if (spriteAsset == null)
     {
         TMP_Settings tMP_Settings = Resources.Load("TMP Settings") as TMP_Settings;
         spriteAsset = ((!(tMP_Settings != null) || !(tMP_Settings.spriteAsset != null)) ? (Resources.Load("Sprite Assets/Default Sprite Asset") as SpriteAsset) : tMP_Settings.spriteAsset);
     }
     m_spriteAsset           = spriteAsset;
     m_inlineGraphic.texture = m_spriteAsset.spriteSheet;
     if (m_TextMeshPro != null)
     {
         m_TextMeshPro.havePropertiesChanged = true;
     }
     if (m_TextMeshProUI != null)
     {
         m_TextMeshProUI.havePropertiesChanged = true;
     }
 }
예제 #6
0
        private void LoadSpriteAsset(SpriteAsset spriteAsset)
        {
            //Debug.Log("**** Loading SpriteAsset *****");

            if (spriteAsset != null)
            {

            }
            else
            {
                // Load Default SpriteAsset
                spriteAsset = Resources.Load("Sprites/Default Sprite Atlas") as SpriteAsset;

            }

            m_spriteAsset = spriteAsset;
            m_inlineGraphic.texture = m_spriteAsset.spriteSheet;

            if (m_TextMeshPro != null) m_TextMeshPro.hasChanged = true;
            if (m_TextMeshProUI != null) m_TextMeshProUI.hasChanged = true;
        }
예제 #7
0
        private void LoadSpriteAsset(SpriteAsset spriteAsset)
        {

            if (spriteAsset == null)
            {
                // Load Default SpriteAsset
                TMP_Settings settings = Resources.Load("TMP Settings") as TMP_Settings;
                if (settings != null && settings.spriteAsset != null)
                    spriteAsset = settings.spriteAsset;
                else
                    spriteAsset = Resources.Load("Sprite Assets/Default Sprite Asset") as SpriteAsset;


            }

            m_spriteAsset = spriteAsset;
            m_inlineGraphic.texture = m_spriteAsset.spriteSheet;

            if (m_TextMeshPro != null) m_TextMeshPro.havePropertiesChanged = true;
            if (m_TextMeshProUI != null) m_TextMeshProUI.havePropertiesChanged = true;

        }