/// <summary> /// Create a 3D text with the font name (the asset name of the spritefont file), the text to render, /// and the mesh style /// </summary> /// <param name="fontToUse">String of the font type to use (the asset name of the spritefont file)</param> /// <param name="textToRender">String of the text to render</param> /// <param name="styleToUse">Type of rendering to use in how we create the 3D mesh</param> /// public Text3D(String fontToUse, String textToRender, UI3DRenderer.Text3DStyle styleToUse) : base() { basicTextToRender = textToRender; basicTextVectorFont = State.Content.Load <VectorFont>(fontToUse); this.styleToUse = styleToUse; CreateText(); }
/// <summary> /// Create a 3D text with the font, the text to render, and the mesh style /// </summary> /// <param name="fontToUse">Font type to use</param> /// <param name="textToRender">String of the text to render</param> /// <param name="styleToUse">Type of rendering to use in how we create the 3D mesh</param> public Text3D(VectorFont fontToUse, String textToRender, UI3DRenderer.Text3DStyle styleToUse) : base() { basicTextToRender = textToRender; basicTextVectorFont = fontToUse; this.styleToUse = styleToUse; CreateText(); }
/// <summary> /// Create a 3D text with the font name (the asset name of the spritefont file), the text to render, /// and the mesh style /// </summary> /// <param name="fontToUse">String of the font type to use (the asset name of the spritefont file)</param> /// <param name="textToRender">String of the text to render</param> /// <param name="styleToUse">Type of rendering to use in how we create the 3D mesh</param> /// public Text3D(String fontToUse, String textToRender, UI3DRenderer.Text3DStyle styleToUse) : base() { basicTextToRender = textToRender; basicTextVectorFont = State.Content.Load<VectorFont>(fontToUse); this.styleToUse = styleToUse; CreateText(); }