/// <summary> /// Search the given sprite asset and fallbacks for a sprite whose unicode value matches the target unicode. /// </summary> /// <param name="spriteAsset"></param> /// <param name="unicode"></param> /// <param name="includeFallbacks"></param> /// <param name="spriteIndex"></param> /// <returns></returns> private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(TMP_SpriteAsset spriteAsset, int unicode, bool includeFallbacks, out int spriteIndex) { // Get sprite index for the given unicode spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode); if (spriteIndex != -1) { return(spriteAsset); } if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0) { return(SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, includeFallbacks, out spriteIndex)); } spriteIndex = -1; return(null); }
/// <summary> /// Search through the given sprite asset and its fallbacks for the specified sprite matching the given unicode character. /// </summary> /// <param name="spriteAsset">The font asset to search for the given character.</param> /// <param name="unicode">The character to find.</param> /// <param name="glyph">out parameter containing the glyph for the specified character (if found).</param> /// <returns></returns> public static TMP_SpriteAsset SearchForSpriteByUnicode(TMP_SpriteAsset spriteAsset, int unicode, bool includeFallbacks, out int spriteIndex) { // Check to make sure sprite asset is not null if (spriteAsset == null) { spriteIndex = -1; return(null); } // Get sprite index for the given unicode spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode); if (spriteIndex != -1) { return(spriteAsset); } // Initialize list to track instance of Sprite Assets that have already been searched. if (k_searchedSpriteAssets == null) { k_searchedSpriteAssets = new List <int>(); } k_searchedSpriteAssets.Clear(); // Get instance ID of sprite asset and add to list. int id = spriteAsset.GetInstanceID(); k_searchedSpriteAssets.Add(id); // Search potential fallback sprite assets if includeFallbacks is true. if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0) { return(SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, includeFallbacks, out spriteIndex)); } // Search default sprite asset potentially assigned in the TMP Settings. if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null) { return(SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, unicode, includeFallbacks, out spriteIndex)); } spriteIndex = -1; return(null); }