Пример #1
0
        static public void AddTextFxNativeInstance()
        {
            GameObject go = new GameObject("TextFx Text");;

            TextFxNative textfxComp = go.AddComponent <TextFxNative>();

            textfxComp.SetText("New TextFx");

            Selection.activeGameObject = go;
        }
Пример #2
0
        void OnEnable()
        {
            TextFxNative effectInstance = (TextFxNative)target;

            animationManager = effectInstance.AnimationManager;

            effectInstance.GetComponent <MeshRenderer>().hideFlags = HideFlags.HideInInspector;
            effectInstance.GetComponent <MeshFilter>().hideFlags   = HideFlags.HideInInspector;

            EditorApplication.update += UpdateManager;
        }
Пример #3
0
        public override void OnInspectorGUI()
        {
            // Draw TextFx inspector section
            TextFxBaseInspector.DrawTextFxInspectorSection(this, animationManager);

//			DrawDefaultInspector();

            textfx_instance = (TextFxNative)target;

            m_old_text              = textfx_instance.m_text;
            m_old_display_axis      = textfx_instance.m_display_axis;
            m_old_text_anchor       = textfx_instance.m_text_anchor;
            m_old_text_alignment    = textfx_instance.m_text_alignment;
            m_old_char_size         = textfx_instance.m_character_size;
            m_old_textColour        = textfx_instance.m_textColour;
            m_old_vertexColour      = textfx_instance.m_textColourGradient.Clone();
            m_old_use_gradients     = textfx_instance.m_use_colour_gradient;
            m_old_textColour        = textfx_instance.m_textColour;
            m_old_line_height       = textfx_instance.m_line_height_factor;
            m_old_px_offset         = textfx_instance.m_px_offset;
            m_old_baseline_override = textfx_instance.m_override_font_baseline;
            m_old_font_baseline     = textfx_instance.m_font_baseline_override;
            m_old_max_width         = textfx_instance.m_max_width;

            if (GUI.changed)
            {
                return;
            }


            EditorGUILayout.LabelField("Font Setup Data", EditorStyles.boldLabel);

        #if !UNITY_3_5
            textfx_instance.m_font = EditorGUILayout.ObjectField(new GUIContent("Font (.ttf, .dfont, .otf)", "Your font file to use for this text."), textfx_instance.m_font, typeof(Font), true) as Font;
            if (GUI.changed && textfx_instance.m_font != null)
            {
                textfx_instance.gameObject.GetComponent <Renderer>().material = textfx_instance.m_font.material;
                textfx_instance.m_font_material = textfx_instance.m_font.material;
                textfx_instance.SetText(textfx_instance.m_text);
            }
        #endif

            textfx_instance.m_font_data_file = EditorGUILayout.ObjectField(new GUIContent("Font Data File", "Your Bitmap font text data file."), textfx_instance.m_font_data_file, typeof(TextAsset), true) as TextAsset;
            if (GUI.changed && textfx_instance.m_font_data_file != null && textfx_instance.m_font_material != null)
            {
                // Wipe the old character data hashtable
                textfx_instance.ClearFontCharacterData();
                textfx_instance.SetText(textfx_instance.m_text);
                return;
            }
            textfx_instance.m_font_material = EditorGUILayout.ObjectField(new GUIContent("Font Material", "Your Bitmap font material"), textfx_instance.m_font_material, typeof(Material), true) as Material;
            if (GUI.changed && textfx_instance.m_font_data_file != null && textfx_instance.m_font_material != null)
            {
                // Reset the text with the new material assigned.
                textfx_instance.gameObject.GetComponent <Renderer>().material = textfx_instance.m_font_material;
                textfx_instance.SetText(textfx_instance.m_text);
                return;
            }
            EditorGUILayout.Separator();

            EditorGUILayout.LabelField(new GUIContent("Text", "The text to display."), EditorStyles.boldLabel);
            textfx_instance.m_text = EditorGUILayout.TextArea(textfx_instance.m_text, GUILayout.Width(Screen.width - 25));
            EditorGUILayout.Separator();

            EditorGUILayout.LabelField("Text Settings", EditorStyles.boldLabel);
            EditorGUILayout.BeginHorizontal();

            if (textfx_instance.m_use_colour_gradient)
            {
                EditorGUILayout.BeginVertical();
                EditorGUILayout.BeginHorizontal();
                textfx_instance.m_textColourGradient.top_left  = EditorGUILayout.ColorField("Colour", textfx_instance.m_textColourGradient.top_left);
                textfx_instance.m_textColourGradient.top_right = EditorGUILayout.ColorField(textfx_instance.m_textColourGradient.top_right, GUILayout.Width(53));
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.BeginHorizontal();
                textfx_instance.m_textColourGradient.bottom_left  = EditorGUILayout.ColorField(" ", textfx_instance.m_textColourGradient.bottom_left);
                textfx_instance.m_textColourGradient.bottom_right = EditorGUILayout.ColorField(textfx_instance.m_textColourGradient.bottom_right, GUILayout.Width(53));
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.EndVertical();
            }
            else
            {
                textfx_instance.m_textColour = EditorGUILayout.ColorField("Colour", textfx_instance.m_textColour);                //, GUILayout.Width(260));
            }
            GUILayout.FlexibleSpace();
            EditorGUILayout.LabelField("Use Gradient?", GUILayout.Width(100));
            textfx_instance.m_use_colour_gradient = EditorGUILayout.Toggle(textfx_instance.m_use_colour_gradient, GUILayout.Width(20));
            GUILayout.FlexibleSpace();
            EditorGUILayout.EndHorizontal();

            textfx_instance.m_display_axis       = (TextDisplayAxis)EditorGUILayout.EnumPopup(new GUIContent("Display Axis", "Denotes whether to render the text horizontally or vertically."), textfx_instance.m_display_axis);
            textfx_instance.m_text_anchor        = (TextAnchor)EditorGUILayout.EnumPopup(new GUIContent("Text Anchor", "Defines the anchor point about which the text is rendered"), textfx_instance.m_text_anchor);
            textfx_instance.m_text_alignment     = (TextAlignment)EditorGUILayout.EnumPopup(new GUIContent("Text Alignment", "Defines the alignment of the text, just like your favourite word processor."), textfx_instance.m_text_alignment);
            textfx_instance.m_character_size     = EditorGUILayout.FloatField(new GUIContent("Character Size", "Specifies the size of the text."), textfx_instance.m_character_size);
            textfx_instance.m_line_height_factor = EditorGUILayout.FloatField(new GUIContent("Line Height", "Defines the height of the text lines, based on the tallest line. If value is 2, the lines will be spaced at double the height of the tallest line."), textfx_instance.m_line_height_factor);

            EditorGUILayout.BeginHorizontal();
            textfx_instance.m_override_font_baseline = EditorGUILayout.Toggle(new GUIContent("Override Font Baseline?", "Allows you to manually set a baseline y-offset for the font to be rendered to."), textfx_instance.m_override_font_baseline);
            if (textfx_instance.m_override_font_baseline)
            {
                textfx_instance.m_font_baseline_override = EditorGUILayout.FloatField(new GUIContent("Font Baseline Offset", ""), textfx_instance.m_font_baseline_override);
            }
            EditorGUILayout.EndHorizontal();

            textfx_instance.m_px_offset = EditorGUILayout.Vector2Field("Letter Spacing Offset", textfx_instance.m_px_offset);
            textfx_instance.m_max_width = EditorGUILayout.FloatField(new GUIContent("Max Width", "Defines the maximum width of the text, and breaks the text onto new lines to keep it within this maximum."), textfx_instance.m_max_width);

            if (GUI.changed)
            {
                EditorUtility.SetDirty(textfx_instance);
            }

            if (m_old_char_size != textfx_instance.m_character_size ||
                m_old_textColour != textfx_instance.m_textColour ||
                !m_old_vertexColour.Equals(textfx_instance.m_textColourGradient) ||
                m_old_use_gradients != textfx_instance.m_use_colour_gradient ||
                m_old_display_axis != textfx_instance.m_display_axis ||
                m_old_line_height != textfx_instance.m_line_height_factor ||
                m_old_max_width != textfx_instance.m_max_width ||
                !m_old_text.Equals(textfx_instance.m_text) ||
                m_old_text_alignment != textfx_instance.m_text_alignment ||
                m_old_text_anchor != textfx_instance.m_text_anchor ||
                m_old_px_offset != textfx_instance.m_px_offset ||
                m_old_baseline_override != textfx_instance.m_override_font_baseline ||
                (textfx_instance.m_override_font_baseline && m_old_font_baseline != textfx_instance.m_font_baseline_override))
            {
                textfx_instance.SetText(textfx_instance.m_text);
            }
        }