示例#1
0
        public void LateUpdate()
        {
            #region 字体花屏处理
            if (null == m_RebuildForFont)
            {
                return;
            }

            for (int i = 0; i < m_FontUpdateList.Count; i++)
            {
                FontUpdateNode node = m_FontUpdateList[i];
                if (node.NeedUpdate)
                {
                    Font font = node.font;
                    m_RebuildForFont.Invoke(null, new object[] { font });

                    // Log rebuild.
                    Texture fontTexture = font.material.mainTexture;
                    Trace.Log(string.Format("动态字体: \"{0}\" 的纹理大小更新为 {1}x{2}.", font.name, fontTexture.width, fontTexture.height));

                    node.Invalidate();
                }
            }
            #endregion
        }
    private void OnFontTextureRebuilt(Font font)
    {
        bool findThisFont = false;

        for (int i = 0; i < m_FontUpdateList.Count; i++)
        {
            FontUpdateNode node = m_FontUpdateList[i];
            if (node.font == font)
            {
                node.Validate();
                findThisFont = true;
                break;
            }
        }

        if (!findThisFont)
        {
            m_FontUpdateList.Add(new FontUpdateNode(font));
        }
    }
    // Update is called once per frame
    void LateUpdate()
    {
        if (null == m_RebuildForFont)
        {
            return;
        }

        for (int i = 0; i < m_FontUpdateList.Count; i++)
        {
            FontUpdateNode node = m_FontUpdateList[i];
            if (node.NeedUpdate)
            {
                Font font = node.font;
                m_RebuildForFont.Invoke(null, new object[] { font });

                // Log rebuild.
                //Texture fontTexture = font.material.mainTexture;
                //Debug.Log(HobaString.Format("Texture of dynamic font \"{0}\" is enlarged to {1}x{2}.", font.name, fontTexture.width, fontTexture.height));

                node.Invalidate();
            }
        }
    }