public override bool OnUpdate() { if (mFont.isDynamic && !Application.isPlaying && mFont.RecalculateDynamicOffset()) { mFont.MarkAsDirty(); return(true); } return(false); }
/// <summary> /// Existing sprite selection. /// </summary> void ChangeSymbolSprite(string spriteName) { if (mSelectedSymbol != null && mFont != null) { NGUIEditorTools.RegisterUndo("Change symbol", mFont); mSelectedSymbol.spriteName = spriteName; Repaint(); mFont.MarkAsDirty(); } }
override public void OnInspectorGUI() { mFont = target as NGUIFont; EditorGUIUtility.LookLikeControls(80f); NGUIEditorTools.DrawSeparator(); if (mFont.replacement != null) { mType = FontType.Reference; mReplacement = mFont.replacement; } else if (mFont.dynamicFont != null) { mType = FontType.Dynamic; } GUILayout.BeginHorizontal(); FontType fontType = (FontType)EditorGUILayout.EnumPopup("Font Type", mType); GUILayout.Space(18f); GUILayout.EndHorizontal(); if (mType != fontType) { if (fontType == FontType.Normal) { OnSelectFont(null); } else { mType = fontType; } if (mType != FontType.Dynamic && mFont.dynamicFont != null) { mFont.dynamicFont = null; } } if (mType == FontType.Reference) { ComponentSelector.Draw <NGUIFont>(mFont.replacement, OnSelectFont); NGUIEditorTools.DrawSeparator(); GUILayout.Label("You can have one font simply point to\n" + "another one. This is useful if you want to be\n" + "able to quickly replace the contents of one\n" + "font with another one, for example for\n" + "swapping an SD font with an HD one, or\n" + "replacing an English font with a Chinese\n" + "one. All the labels referencing this font\n" + "will update their references to the new one."); if (mReplacement != mFont && mFont.replacement != mReplacement) { NGUIEditorTools.RegisterUndo("Font Change", mFont); mFont.replacement = mReplacement; UnityEditor.EditorUtility.SetDirty(mFont); } return; } else if (mType == FontType.Dynamic) { #if UNITY_3_5 EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error); #else NGUIEditorTools.DrawSeparator(); Font fnt = EditorGUILayout.ObjectField("TTF Font", mFont.dynamicFont, typeof(Font), false) as Font; if (fnt != mFont.dynamicFont) { NGUIEditorTools.RegisterUndo("Font change", mFont); mFont.dynamicFont = fnt; } GUILayout.BeginHorizontal(); int size = EditorGUILayout.IntField("Size", mFont.dynamicFontSize, GUILayout.Width(120f)); FontStyle style = (FontStyle)EditorGUILayout.EnumPopup(mFont.dynamicFontStyle); GUILayout.Space(18f); GUILayout.EndHorizontal(); if (size != mFont.dynamicFontSize) { NGUIEditorTools.RegisterUndo("Font change", mFont); mFont.dynamicFontSize = size; } if (style != mFont.dynamicFontStyle) { NGUIEditorTools.RegisterUndo("Font change", mFont); mFont.dynamicFontStyle = style; } Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material; if (mFont.material != mat) { NGUIEditorTools.RegisterUndo("Font Material", mFont); mFont.material = mat; } //For dynamic font symblos NGUIFont fon = EditorGUILayout.ObjectField("DynamicSymblosFont", mFont.dynamicSymbolsFont, typeof(NGUIFont), false) as NGUIFont; if (mFont.dynamicSymbolsFont != fon) { NGUIEditorTools.RegisterUndo("DynamicSymblosFont change", mFont); mFont.dynamicSymbolsFont = fon; } float offset = EditorGUILayout.FloatField("Y Offset", mFont.dynamicFontOffset); if (offset != mFont.dynamicFontOffset) { NGUIEditorTools.RegisterUndo("Dynamic Font change", mFont); mFont.dynamicFontOffset = offset; } #endif } else { NGUIEditorTools.DrawSeparator(); ComponentSelector.Draw <NGUIAtlas>(mFont.atlas, OnSelectAtlas); if (mFont.atlas != null) { if (mFont.bmFont.isValid) { NGUIEditorTools.AdvancedSpriteField(mFont.atlas, mFont.spriteName, SelectSprite, false); } EditorGUILayout.Space(); } else { // No atlas specified -- set the material and texture rectangle directly Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material; if (mFont.material != mat) { NGUIEditorTools.RegisterUndo("Font Material", mFont); mFont.material = mat; } } // For updating the font's data when importing from an external source, such as the texture packer bool resetWidthHeight = false; if (mFont.atlas != null || mFont.material != null) { TextAsset data = EditorGUILayout.ObjectField("Import Data", null, typeof(TextAsset), false) as TextAsset; if (data != null) { NGUIEditorTools.RegisterUndo("Import Font Data", mFont); BMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes); mFont.MarkAsDirty(); resetWidthHeight = true; Debug.Log("Imported " + mFont.bmFont.glyphCount + " characters"); } } if (mFont.bmFont.isValid) { Color green = new Color(0.4f, 1f, 0f, 1f); Texture2D tex = mFont.texture; if (tex != null) { if (mFont.atlas == null) { // Pixels are easier to work with than UVs Rect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false); // Automatically set the width and height of the rectangle to be the original font texture's dimensions if (resetWidthHeight) { pixels.width = mFont.texWidth; pixels.height = mFont.texHeight; } // Font sprite rectangle GUI.backgroundColor = green; pixels = EditorGUILayout.RectField("Pixel Rect", pixels); GUI.backgroundColor = Color.white; // Create a button that can make the coordinates pixel-perfect on click GUILayout.BeginHorizontal(); { Rect corrected = NGUIMath.MakePixelPerfect(pixels); if (corrected == pixels) { GUI.color = Color.grey; GUILayout.Button("Make Pixel-Perfect"); GUI.color = Color.white; } else if (GUILayout.Button("Make Pixel-Perfect")) { pixels = corrected; GUI.changed = true; } } GUILayout.EndHorizontal(); // Convert the pixel coordinates back to UV coordinates Rect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height); if (mFont.uvRect != uvRect) { NGUIEditorTools.RegisterUndo("Font Pixel Rect", mFont); mFont.uvRect = uvRect; } //NGUIEditorTools.DrawSeparator(); EditorGUILayout.Space(); } } } } // The font must be valid at this point for the rest of the options to show up if (mFont.isDynamic || mFont.bmFont.isValid) { // Font spacing GUILayout.BeginHorizontal(); { EditorGUIUtility.LookLikeControls(0f); GUILayout.Label("Spacing", GUILayout.Width(60f)); GUILayout.Label("X", GUILayout.Width(12f)); int x = EditorGUILayout.IntField(mFont.horizontalSpacing); GUILayout.Label("Y", GUILayout.Width(12f)); int y = EditorGUILayout.IntField(mFont.verticalSpacing); GUILayout.Space(18f); EditorGUIUtility.LookLikeControls(80f); if (mFont.horizontalSpacing != x || mFont.verticalSpacing != y) { NGUIEditorTools.RegisterUndo("Font Spacing", mFont); mFont.horizontalSpacing = x; mFont.verticalSpacing = y; } } GUILayout.EndHorizontal(); if (mFont.atlas == null) { mView = View.Font; mUseShader = false; float pixelSize = EditorGUILayout.FloatField("Pixel Size", mFont.pixelSize, GUILayout.Width(120f)); if (pixelSize != mFont.pixelSize) { NGUIEditorTools.RegisterUndo("Font Change", mFont); mFont.pixelSize = pixelSize; } } EditorGUILayout.Space(); } // Preview option if (!mFont.isDynamic && mFont.atlas != null) { GUILayout.BeginHorizontal(); { mView = (View)EditorGUILayout.EnumPopup("Preview", mView); GUILayout.Label("Shader", GUILayout.Width(45f)); mUseShader = EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f)); } GUILayout.EndHorizontal(); } // Dynamic fonts don't support emoticons if (!mFont.isDynamic && mFont.bmFont.isValid) { if (mFont.atlas != null) { NGUIEditorTools.DrawHeader("Symbols and Emoticons"); List <BMSymbol> symbols = mFont.symbols; for (int i = 0; i < symbols.Count;) { BMSymbol sym = symbols[i]; GUILayout.BeginHorizontal(); GUILayout.Label(sym.sequence, GUILayout.Width(40f)); if (NGUIEditorTools.SimpleSpriteField(mFont.atlas, sym.spriteName, ChangeSymbolSprite)) { mSelectedSymbol = sym; } if (GUILayout.Button("Edit", GUILayout.Width(40f))) { if (mFont.atlas != null) { EditorPrefs.SetString("NGUI Selected Sprite", sym.spriteName); NGUIEditorTools.Select(mFont.atlas.gameObject); } } GUI.backgroundColor = Color.red; if (GUILayout.Button("X", GUILayout.Width(22f))) { NGUIEditorTools.RegisterUndo("Remove symbol", mFont); mSymbolSequence = sym.sequence; mSymbolSprite = sym.spriteName; symbols.Remove(sym); mFont.MarkAsDirty(); } GUI.backgroundColor = Color.white; GUILayout.EndHorizontal(); GUILayout.Space(4f); ++i; } if (symbols.Count > 0) { NGUIEditorTools.DrawSeparator(); } GUILayout.BeginHorizontal(); mSymbolSequence = EditorGUILayout.TextField(mSymbolSequence, GUILayout.Width(40f)); NGUIEditorTools.SimpleSpriteField(mFont.atlas, mSymbolSprite, SelectSymbolSprite); bool isValid = !string.IsNullOrEmpty(mSymbolSequence) && !string.IsNullOrEmpty(mSymbolSprite); GUI.backgroundColor = isValid ? Color.green : Color.grey; if (GUILayout.Button("Add", GUILayout.Width(40f)) && isValid) { NGUIEditorTools.RegisterUndo("Add symbol", mFont); mFont.AddSymbol(mSymbolSequence, mSymbolSprite); mFont.MarkAsDirty(); mSymbolSequence = ""; mSymbolSprite = ""; } GUI.backgroundColor = Color.white; GUILayout.EndHorizontal(); if (symbols.Count == 0) { EditorGUILayout.HelpBox("Want to add an emoticon to your font? In the field above type ':)', choose a sprite, then hit the Add button.", MessageType.Info); } else { GUILayout.Space(4f); } } } }
public override void OnInspectorGUI() { mFont = target as NGUIFont; EditorGUIUtility.LookLikeControls(80f); NGUIEditorTools.DrawSeparator(); if (mFont.replacement != null) { mType = FontType.Reference; mReplacement = mFont.replacement; } else if (mFont.dynamicFont != null) { mType = FontType.Dynamic; } GUILayout.BeginHorizontal(); FontType fontType = (FontType)EditorGUILayout.EnumPopup("Font Type", mType); GUILayout.Space(18f); GUILayout.EndHorizontal(); if (mType != fontType) { if (fontType == FontType.Normal) { OnSelectFont(null); } else { mType = fontType; } if (mType != FontType.Dynamic && mFont.dynamicFont != null) mFont.dynamicFont = null; } if (mType == FontType.Reference) { ComponentSelector.Draw<NGUIFont>(mFont.replacement, OnSelectFont); NGUIEditorTools.DrawSeparator(); GUILayout.Label("You can have one font simply point to\n" + "another one. This is useful if you want to be\n" + "able to quickly replace the contents of one\n" + "font with another one, for example for\n" + "swapping an SD font with an HD one, or\n" + "replacing an English font with a Chinese\n" + "one. All the labels referencing this font\n" + "will update their references to the new one."); if (mReplacement != mFont && mFont.replacement != mReplacement) { NGUIEditorTools.RegisterUndo("Font Change", mFont); mFont.replacement = mReplacement; UnityEditor.EditorUtility.SetDirty(mFont); } return; } else if (mType == FontType.Dynamic) { #if UNITY_3_5 EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error); #else NGUIEditorTools.DrawSeparator(); Font fnt = EditorGUILayout.ObjectField("TTF Font", mFont.dynamicFont, typeof(Font), false) as Font; if (fnt != mFont.dynamicFont) { NGUIEditorTools.RegisterUndo("Font change", mFont); mFont.dynamicFont = fnt; } GUILayout.BeginHorizontal(); int size = EditorGUILayout.IntField("Size", mFont.dynamicFontSize, GUILayout.Width(120f)); FontStyle style = (FontStyle)EditorGUILayout.EnumPopup(mFont.dynamicFontStyle); GUILayout.Space(18f); GUILayout.EndHorizontal(); if (size != mFont.dynamicFontSize) { NGUIEditorTools.RegisterUndo("Font change", mFont); mFont.dynamicFontSize = size; } if (style != mFont.dynamicFontStyle) { NGUIEditorTools.RegisterUndo("Font change", mFont); mFont.dynamicFontStyle = style; } Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material; if (mFont.material != mat) { NGUIEditorTools.RegisterUndo("Font Material", mFont); mFont.material = mat; } //For dynamic font symblos NGUIFont fon = EditorGUILayout.ObjectField("DynamicSymblosFont", mFont.dynamicSymbolsFont, typeof(NGUIFont), false) as NGUIFont; if(mFont.dynamicSymbolsFont != fon) { NGUIEditorTools.RegisterUndo("DynamicSymblosFont change", mFont); mFont.dynamicSymbolsFont = fon; } float offset = EditorGUILayout.FloatField("Y Offset", mFont.dynamicFontOffset); if (offset != mFont.dynamicFontOffset) { NGUIEditorTools.RegisterUndo("Dynamic Font change", mFont); mFont.dynamicFontOffset = offset; } #endif } else { NGUIEditorTools.DrawSeparator(); ComponentSelector.Draw<NGUIAtlas>(mFont.atlas, OnSelectAtlas); if (mFont.atlas != null) { if (mFont.bmFont.isValid) { NGUIEditorTools.AdvancedSpriteField(mFont.atlas, mFont.spriteName, SelectSprite, false); } EditorGUILayout.Space(); } else { // No atlas specified -- set the material and texture rectangle directly Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material; if (mFont.material != mat) { NGUIEditorTools.RegisterUndo("Font Material", mFont); mFont.material = mat; } } // For updating the font's data when importing from an external source, such as the texture packer bool resetWidthHeight = false; if (mFont.atlas != null || mFont.material != null) { TextAsset data = EditorGUILayout.ObjectField("Import Data", null, typeof(TextAsset), false) as TextAsset; if (data != null) { NGUIEditorTools.RegisterUndo("Import Font Data", mFont); BMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes); mFont.MarkAsDirty(); resetWidthHeight = true; Debug.Log("Imported " + mFont.bmFont.glyphCount + " characters"); } } if (mFont.bmFont.isValid) { Color green = new Color(0.4f, 1f, 0f, 1f); Texture2D tex = mFont.texture; if (tex != null) { if (mFont.atlas == null) { // Pixels are easier to work with than UVs Rect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false); // Automatically set the width and height of the rectangle to be the original font texture's dimensions if (resetWidthHeight) { pixels.width = mFont.texWidth; pixels.height = mFont.texHeight; } // Font sprite rectangle GUI.backgroundColor = green; pixels = EditorGUILayout.RectField("Pixel Rect", pixels); GUI.backgroundColor = Color.white; // Create a button that can make the coordinates pixel-perfect on click GUILayout.BeginHorizontal(); { Rect corrected = NGUIMath.MakePixelPerfect(pixels); if (corrected == pixels) { GUI.color = Color.grey; GUILayout.Button("Make Pixel-Perfect"); GUI.color = Color.white; } else if (GUILayout.Button("Make Pixel-Perfect")) { pixels = corrected; GUI.changed = true; } } GUILayout.EndHorizontal(); // Convert the pixel coordinates back to UV coordinates Rect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height); if (mFont.uvRect != uvRect) { NGUIEditorTools.RegisterUndo("Font Pixel Rect", mFont); mFont.uvRect = uvRect; } //NGUIEditorTools.DrawSeparator(); EditorGUILayout.Space(); } } } } // The font must be valid at this point for the rest of the options to show up if (mFont.isDynamic || mFont.bmFont.isValid) { // Font spacing GUILayout.BeginHorizontal(); { EditorGUIUtility.LookLikeControls(0f); GUILayout.Label("Spacing", GUILayout.Width(60f)); GUILayout.Label("X", GUILayout.Width(12f)); int x = EditorGUILayout.IntField(mFont.horizontalSpacing); GUILayout.Label("Y", GUILayout.Width(12f)); int y = EditorGUILayout.IntField(mFont.verticalSpacing); GUILayout.Space(18f); EditorGUIUtility.LookLikeControls(80f); if (mFont.horizontalSpacing != x || mFont.verticalSpacing != y) { NGUIEditorTools.RegisterUndo("Font Spacing", mFont); mFont.horizontalSpacing = x; mFont.verticalSpacing = y; } } GUILayout.EndHorizontal(); if (mFont.atlas == null) { mView = View.Font; mUseShader = false; float pixelSize = EditorGUILayout.FloatField("Pixel Size", mFont.pixelSize, GUILayout.Width(120f)); if (pixelSize != mFont.pixelSize) { NGUIEditorTools.RegisterUndo("Font Change", mFont); mFont.pixelSize = pixelSize; } } EditorGUILayout.Space(); } // Preview option if (!mFont.isDynamic && mFont.atlas != null) { GUILayout.BeginHorizontal(); { mView = (View)EditorGUILayout.EnumPopup("Preview", mView); GUILayout.Label("Shader", GUILayout.Width(45f)); mUseShader = EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f)); } GUILayout.EndHorizontal(); } // Dynamic fonts don't support emoticons if (!mFont.isDynamic && mFont.bmFont.isValid) { if (mFont.atlas != null) { NGUIEditorTools.DrawHeader("Symbols and Emoticons"); List<BMSymbol> symbols = mFont.symbols; for (int i = 0; i < symbols.Count; ) { BMSymbol sym = symbols[i]; GUILayout.BeginHorizontal(); GUILayout.Label(sym.sequence, GUILayout.Width(40f)); if (NGUIEditorTools.SimpleSpriteField(mFont.atlas, sym.spriteName, ChangeSymbolSprite)) mSelectedSymbol = sym; if (GUILayout.Button("Edit", GUILayout.Width(40f))) { if (mFont.atlas != null) { EditorPrefs.SetString("NGUI Selected Sprite", sym.spriteName); NGUIEditorTools.Select(mFont.atlas.gameObject); } } GUI.backgroundColor = Color.red; if (GUILayout.Button("X", GUILayout.Width(22f))) { NGUIEditorTools.RegisterUndo("Remove symbol", mFont); mSymbolSequence = sym.sequence; mSymbolSprite = sym.spriteName; symbols.Remove(sym); mFont.MarkAsDirty(); } GUI.backgroundColor = Color.white; GUILayout.EndHorizontal(); GUILayout.Space(4f); ++i; } if (symbols.Count > 0) { NGUIEditorTools.DrawSeparator(); } GUILayout.BeginHorizontal(); mSymbolSequence = EditorGUILayout.TextField(mSymbolSequence, GUILayout.Width(40f)); NGUIEditorTools.SimpleSpriteField(mFont.atlas, mSymbolSprite, SelectSymbolSprite); bool isValid = !string.IsNullOrEmpty(mSymbolSequence) && !string.IsNullOrEmpty(mSymbolSprite); GUI.backgroundColor = isValid ? Color.green : Color.grey; if (GUILayout.Button("Add", GUILayout.Width(40f)) && isValid) { NGUIEditorTools.RegisterUndo("Add symbol", mFont); mFont.AddSymbol(mSymbolSequence, mSymbolSprite); mFont.MarkAsDirty(); mSymbolSequence = ""; mSymbolSprite = ""; } GUI.backgroundColor = Color.white; GUILayout.EndHorizontal(); if (symbols.Count == 0) { EditorGUILayout.HelpBox("Want to add an emoticon to your font? In the field above type ':)', choose a sprite, then hit the Add button.", MessageType.Info); } else GUILayout.Space(4f); } } }