public void FontTextureChanged() { // Only invoke if we are not destroyed. if (!this) { FontUpdateTrackerEx.UntrackText(this); return; } cachedTextGenerator.Invalidate(); if (!IsActive()) { return; } // this is a bit hacky, but it is currently the // cleanest solution.... // if we detect the font texture has changed and are in a rebuild loop // we just regenerate the verts for the new UV's if (CanvasUpdateRegistry.IsRebuildingGraphics() || CanvasUpdateRegistry.IsRebuildingLayout()) { UpdateGeometry(); } else { SetAllDirty(); } }
public override void OnRebuildRequested() { // After a Font asset gets re-imported the managed side gets deleted and recreated, // that means the delegates are not persisted. // so we need to properly enforce a consistent state here. FontUpdateTrackerEx.UntrackText(this); FontUpdateTrackerEx.TrackText(this); // Also the textgenerator is no longer valid. cachedTextGenerator.Invalidate(); base.OnRebuildRequested(); }
protected override void OnDisable() { FontUpdateTrackerEx.UntrackText(this); base.OnDisable(); for (int i = 0, count = EmojiConfigList.Count; i < count; ++i) { var emojiConfig = m_EmojiConfigList[i]; if (emojiConfig.target != null) { emojiConfig.target.Clear(); emojiConfig.target.MarkVerticesDirty(); } } if (m_UrlRegionList != null) { m_UrlRegionList.Clear(); } }
// The Text inspector editor can change the font, and we need a way to track changes so that we get the appropriate rebuild callbacks // We can intercept changes in OnValidate, and keep track of the previous font reference protected override void OnValidate() { if (m_FontData.font != m_LastTrackedFont) { Font newFont = m_FontData.font; m_FontData.font = m_LastTrackedFont; FontUpdateTrackerEx.UntrackText(this); m_FontData.font = newFont; FontUpdateTrackerEx.TrackText(this); m_LastTrackedFont = newFont; } base.OnValidate(); if (_mAnimationEmojiPlay != null) { _mAnimationEmojiPlay.enabled = false; } cachedTextGenerator.Invalidate(); }
protected override void OnEnable() { base.OnEnable(); cachedTextGenerator.Invalidate(); FontUpdateTrackerEx.TrackText(this); }