New Version 1.42

Moving cam replay.
Fixed the bugs.

New Version 1.42

Moving cam replay.
Fixed the bugs.

New Version 1.42

Moving cam replay,
Fixed the bugs.
This commit is contained in:
SkunkStudios 2025-01-29 09:54:37 +07:00
parent dcb7df5fd1
commit 1c033119df
7079 changed files with 186851 additions and 48991 deletions

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image: node:6.10.0
stages:
- push_to_packman_staging
push_to_packman_staging:
stage: push_to_packman_staging
only:
- tags
script:
- curl -u $USER_NAME:$API_KEY https://staging-packages.unity.com/auth > .npmrc
- npm publish

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# Changelog
These are the release notes for the TextMesh Pro UPM package which was first introduced with Unity 2018.1. Please see the following link for the Release Notes for prior versions of TextMesh Pro. http://digitalnativestudios.com/forum/index.php?topic=1363.0
## [1.4.1] - 2019-05-08
### Changes
- Improved handling of automatic Font Asset upgrade to version 1.1.0 which is required to support the new Dynamic SDF system. See Case #1144858
- Made release compatible with .Net 3.5 Scripting Runtime.
- Added support for Stereo rendering to the TMP SDF Overlay shaders.
- Fixed Caret positioning issue when using IME. Case #1146626
## [1.4.0] - 2019-03-07
### Changes
- Same release as 1.4.0-preview.3a.
## [1.4.0-preview.3a] - 2019-02-28
### Changes
- Improved performance of the Project Files GUID Remapping Tool.
- Fixed an issue with the TMP_FontAsset.TryAddCharacters() functions which was resulting in an error when added characters exceeded the capacity of the atlas texture.
- Updated TMP_FontAsset.TryAddCharacters functions to add new overloads returning list of characters that could not be added.
- Added function in OnEnable of FontAsset Editor's to clean up Fallback list to remove any null / empty entries.
- Added support for Stereo rendering to the TMP Distance Field and Mobile Distance Field shaders.
## [1.4.0-preview.2a] - 2019-02-14
### Changes
- Fixed an issue with SDF Scale handling where the text object would not render correctly after the object scale had been set to zero.
- Fixed an issue with the TMP_UpdateManager where text objects were not getting unregistered correctly.
- Any changes to Font Asset Creation Settings' padding, atlas width and / or atlas height will now result in all Material Presets for the given font asset to also be updated.
- Added new section in the TMP Settings related to the new Dynamic Font System.
- Added new property in the Dynamic Font System section to determine if OpenType Font Features will be retrieved from source font files at runtime as new characters are added to font assets. Glyph Adjustment Data (Kerning) is the only feature currently supported.
- Fix an issue where font assets created at runtime were not getting their asset version number set to "1.1.0".
- Improved parsing of the text file used in the Font Asset Creator and "Characters from File" option to handle UTF16 "\u" and UTF32 "\U" escape character sequences.
- Fixed a Null Reference Error (NRE) that could occur when using the &ltfont&gt tag with an invalid font name followed by the &ltsprite&gt tag.
- The Glyph Adjustment Table presentation and internal data structure has been changed to facilitate the future addition of OpenType font features. See https://forum.unity.com/threads/version-1-4-0-preview-with-dynamic-sdf-for-unity-2018-3-now-available.622420/#post-4206595 for more details.
- Fixed an issue with the &ltrotate&gt tag incorrectly affecting character spacing.
## [1.4.0-preview.1] - 2019-01-30
### Changes
- Renamed TMPro_FontUtilities to TMP_FontAssetCommon to more accurately reflect the content of this file.
- Accessing the TextMesh Pro Settings via the new Edit - Settings menu when TMP Essential Resources have not yet been imported in the project will no longer open a new window to provide the options to import these resources.
- Fixed an issue where using int.MaxValue, int.MinValue, float.MaxValue and float.MinValue in conjunction with SetText() would display incorrect numerical values. Case #1078521.
- Added public setter to the TMP Settings' missingGlyphCharacter to allow changing which character will be used for missing characters via scripting.
- Fixed a potential Null Reference Exception related to loading the Default Style Sheet.
- Added compiler conditional to TMP_UpdateManager.cs to address changes to SRP.
- Improved the &ltmargin&gt tag to make it possible to define both left and right margin values. Example: &ltmargin left=10% right=10px&gt.
- Added new menu option to allow the quick creation of a UI Button using TMP. New menu option is located in Create - UI - Button (TextMeshPro).
- Renamed TMP related create menu options.
- Fixed TMP object creation handling when using Prefab isolation mode. Case #1077392
- Fixed another issue related to Prefabs where some serialized properties of the text object would incorrectly show up in the Overrides prefab options. Case #1093101
- Fixed issue where changing the Sorting Layer or Sorting Order of a <TextMeshPro> object would not dirty the scene. Case #1069776
- Fixed a text alignment issue when setting text alignment on disabled text objects. Case #1047771
- Fixed an issue where text object bounds were not set correctly on newly created text objects or in some cases when setting the text to null or string.empty. Case #1093388
- Fixed an issue in the IntToString() function that could result in Index Out Of Bounds error. Case #1102007
- Changed the TMP_InputField IsValidChar function to protected virtual.
- The "Allow Rich Text Editing" property of the TMP_InputField is now set to false by default.
- Added new option to the Sprite Asset context menu to make it easier to update sprite glyphs edited via the Unity Sprite Editor.
- Added new Sharpness slider in the Debug section of the SDF Material inspector.
- Fixed an error that would occur when using the context menu Reset on text component. Case #1044726
- Fixed issue where CharacterInfo.index would be incorrect as a result of using Surrogate Pairs in the text. Case #1037828
- The TMP_EditorPanel and TMP_UiEditorPanel now have their "UseForChildren" flag set to true to enable user / custom inspectors to inherit from them.
- Fixed an issue where rich text tags using pixel (px) or font units (em) were not correctly accounting for orthographic camera mode. This change only affects the normal TMP text component.
- Fixed an inspector issue related to changes to the margin in the TMP Extra Settings panel. Case #1114253
- Added new property to Glyph Adjustment Pairs which determines if Character Spacing Adjustments should affect the given pair.
- Updated the Glyph Adjustment Table where ID now represents the unicode (hex) value for the character instead of its decimal value.
- Added new SetValueWithoutNotify() function to TMP_DropDown and SetTextWithoutNotify() function to TMP_InputField allowing these to be set without triggering OnValueChanged event.
- Geometry buffer deallocation which normally takes place when current allocations exceed those of the new text by more than 256 characters will no longer occur if the new text is set to null or string.empty.
- Fixed a minor issue where the underline SDF scale would be incorrect when the underline text sequence contained normal size characters and ended with a subscript or superscript character.
- Fixed an error that would occur when using the Reset Context menu on a Material using the SDF Surface or Mobile SDF Surface Shaders. Case #1122279
- Resolved a Null Reference Error that would appear when cycling through the text overflow modes. Case #1121624
## [1.3.0] - 2018-08-09
### Changes
- Revamped UI to conform to Unity Human Interface Guidelines.
- Updated the title text on the Font Asset Creator window tab to "Font Asset Creator".
- Using TMP_Text.SetCharArray() with an empty char[] array will now clear the text.
- Made a small improvement to the TMP Input Field when using nested 2d RectMasks.
- Renamed symbol defines used by TMP to append TMP_ in front of the define to avoid potential conflicts with user defines.
- Improved the Project Files GUID Remapping tool to allow specifying a target folder to scan.
- Added the ability to cancel the scanning process used by the Project Files GUID Remapping tool.
- Moved TMP Settings to universal settings window in 2018.3 and above.
- Changing style sheet in the TMP Settings will now be reflected automatically on existing text objects in the editor.
- Added new function TMP_StyleSheet.UpdateStyleSheet() to update the internal reference to which style sheet text objects should be using in conjunction with the style tag.
## [1.2.4] - 2018-06-10
### Changes
- Fixed a minor issue when using Justified and Flush alignment in conjunction with \u00A0.
- The Font Asset creationSettings field is no longer an Editor only serialized field.
## [1.2.3] - 2018-05-29
### Changes
- Added new bitmap shader with support for Custom Font Atlas texture. This shader also includes a new property "Padding" to provide control over the geometry padding to closely fit a modified / custom font atlas texture.
- Fixed an issue with ForceMeshUpdate(bool ignoreActiveState) not being handled correctly.
- Cleaned up memory allocations from repeated use of the Font Asset Creator.
- Sprites are now scaled based on the current font instead of the primary font asset assigned to the text object.
- It is now possible to recall the most recent settings used when creating a font asset in the Font Asset Creator.
- Newly created font assets now contain the settings used when they were last created. This will make the process of updating / regenerating font assets much easier.
- New context menu "Update Font Asset" was added to the Font Asset inspector which will open the Font Asset Creator with the most recently used settings for that font asset.
- New Context Menu "Create Font Asset" was added to the Font inspector panel which will open the Font Asset Creator with this source font file already selected.
- Fixed 3 compiler warnings that would appear when using .Net 4.x.
- Modified the TMP Settings to place the Missing Glyph options in their own section.
- Renamed a symbol used for internal debugging to avoid potential conflicts with other user project defines.
- TMP Sprite Importer "Create Sprite Asset" and "Save Sprite Asset" options are disabled unless a Sprite Data Source, Import Format and Sprite Texture Atlas are provided.
- Improved the performance of the Project Files GUID Remapping tool.
- Users will now be prompted to import the TMP Essential Resources when using the Font Asset Creator if such resources have not already been imported.
## [1.2.2] - 2018-03-28
### Changes
- Calling SetAllDirty() on a TMP text component will now force a regeneration of the text object including re-parsing of the text.
- Fixed potential Null Reference Exception that could occur when assigning a new fallback font asset.
- Removed public from test classes.
- Fixed an issue where using nested links (which doesn't make sense conceptually) would result in an error. Should accidental use of nested links occurs, the last / most nested ends up being used.
- Fixed a potential text alignment issue where an hyphen at the end of a line followed by a new line containing a single word too long to fit the text container would result in miss alignment of the hyphen.
- Updated package license.
- Non-Breaking Space character (0xA0) will now be excluded from word spacing adjustments when using Justified or Flush text alignment.
- Improved handling of Underline, Strikethrough and Mark tag with regards to vertex color and Color tag alpha.
- Improved TMP_FontAsset.HasCharacter(char character, bool searchFallbacks) to include a recursive search of fallbacks as well as TMP Settings fallback list and default font asset.
- The &ltgradient&gt tag will now also apply to sprites provided the sprite tint attribute is set to a value of 1. Ex. &ltsprite="Sprite Asset" index=0 tint=1&gt.
- Updated Font Asset Creator Plugin to allow for cancellation of the font asset generation process.
- Added callback to support the Scriptable Render Pipeline (SRP) with the normal TextMeshPro component.
- Improved handling of some non-breaking space characters which should not be ignored at the end of a line.
- Sprite Asset fallbacks will now be searched when using the &ltsprite&gt tag and referencing a sprite by Unicode or by Name.
- Updated EmojiOne samples from https://www.emojione.com/ and added attribution.
- Removed the 32bit versions of the TMP Plugins used by the Font Asset Creator since the Unity Editor is now only available as 64bit.
- The isTextTruncated property is now serialized.
- Added new event handler to the TMP_TextEventHandler.cs script included in Example 12a to allow tracking of interactions with Sprites.
## [1.2.1] - 2018-02-14
### Changes
- Package is now backwards compatible with Unity 2018.1.
- Renamed Assembly Definitions (.asmdef) to new UPM package conventions.
- Added DisplayName for TMP UPM package.
- Revised Editor and Playmode tests to ignore / skip over the tests if the required resources are not present in the project.
- Revised implementation of Font Asset Creator progress bar to use Unity's EditorGUI.ProgressBar instead of custom texture.
- Fixed an issue where using the material tag in conjunction with fallback font assets was not handled correctly.
- Fixed an issue where changing the fontStyle property in conjunction with using alternative typefaces / font weights would not correctly trigger a regeneration of the text object.
## [1.2.0] - 2018-01-23
### Changes
- Package version # increased to 1.2.0 which is the first release for Unity 2018.2.
## [1.1.0] - 2018-01-23
### Changes
- Package version # increased to 1.1.0 which is the first release for Unity 2018.1.
## [1.0.27] - 2018-01-16
### Changes
- Fixed an issue where setting the TMP_InputField.text property to null would result in an error.
- Fixed issue with Raycast Target state not getting serialized properly when saving / reloading a scene.
- Changed reference to PrefabUtility.GetPrefabParent() to PrefabUtility.GetCorrespondingObjectFromSource() to reflect public API change in 2018.2
- Option to import package essential resources will only be presented to users when accessing a TMP component or the TMP Settings file via the project menu.
## [1.0.26] - 2018-01-10
### Added
- Removed Tizen player references in the TMP_InputField as the Tizen player is no longer supported as of Unity 2018.1.
## [1.0.25] - 2018-01-05
### Added
- Fixed a minor issue with PreferredValues calculation in conjunction with using text auto-sizing.
- Improved Kerning handling where it is now possible to define positional adjustments for the first and second glyph in the pair.
- Renamed Kerning Info Table to Glyph Adjustment Table to better reflect the added functionality of this table.
- Added Search toolbar to the Glyph Adjustment Table.
- Fixed incorrect detection / handling of Asset Serialization mode in the Project Conversion Utility.
- Removed SelectionBase attribute from TMP components.
- Revised TMP Shaders to support the new UNITY_UI_CLIP_RECT shader keyword which can provide a performance improvement of up to 30% on some devices.
- Added TMP_PRESENT define as per the request of several third party asset publishers.
## [1.0.23] - 2017-11-14
### Added
- New menu option added to Import Examples and additional content like Font Assets, Materials Presets, etc for TextMesh Pro. This new menu option is located in "Window -> TextMeshPro -> Import Examples and Extra Content".
- New menu option added to Convert existing project files and assets created with either the Source Code or DLL only version of TextMesh Pro. Please be sure to backup your project before using this option. The new menu option is located in "Window -> TextMeshPro -> Project Files GUID Remapping Tool".
- Added Assembly Definitions for the TMP Runtime and Editor scripts.
- Added support for the UI DirtyLayoutCallback, DirtyVerticesCallback and DirtyMaterialCallback.

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# **_TextMesh Pro User Guide_**
#### **Overview**
This User Guide was designed to provide first time users of TextMesh Pro with a basic overview of the features and functionality of the tool.
#### **Installation**
The TextMesh Pro UPM package is already included with the Unity Editor and as such does not require installation. TextMesh Pro "TMP" does however require adding resources to your project which are essential for using TextMesh Pro.
To import the "*TMP Essential Resources*", please use the "*Window -> TextMeshPro -> Import TMP Essential Resources*" menu option. These resources will be added at the root of your project in the "*TextMesh Pro*" folder.
The TextMesh Pro package also includes additional resources and examples that will make discovering and learning about TextMesh Pro's powerful features easier. It is strongly recommended that first time users import these additional resources.
To import the "*TMP Examples & Extras*", please use the "*Window -> TextMeshPro -> Import TMP Examples & Extras*" menu option. These resources will also be added in the same "*TextMesh Pro*" folder inside your project.
#### **Quick Start**
There are two TextMesh Pro components available. The first TMP text component is of type &lt;TextMeshPro&gt; and designed to work with the MeshRenderer. This component is an ideal replacement for the legacy TextMesh component.
To add a new &lt;TextMeshPro&gt; text object, go to: “*GameObject->3D Object->TextMeshPro Text*”.
The second TMP text component is of type &lt;TextMeshProUGUI&gt; and designed to work with the CanvasRenderer and Canvas system. This component is an ideal replacement for the UI.Text component.
To add a new &lt;TextMeshProUGUI&gt; text object, go to: “*GameObject->UI->TextMeshPro Text*”.
You may also wish to watch this [Getting Started](https://youtu.be/olnxlo-Wri4) short video which covers this topic.
We strongly recommend that you also watch the [Font Asset Creation](https://youtu.be/qzJNIGCFFtY) video as well as the [Working with Material Presets](https://youtu.be/d2MARbDNeaA) as these two topics is also key to working and getting the most out of TextMesh Pro.
As mentionned in the Installation section of this guide, it is recommended that you import the "*TMP Examples & Extras*" and take the time to explore each of the examples as they provide a great overview of the functionality of the tool and the many text layout and [rich text tags](http://digitalnativestudios.com/textmeshpro/docs/rich-text/) available in TextMesh Pro.
#### **Support & API Documentation**
Should you have questions or require assistance, please visit the [Unity UI & TextMesh Pro](https://forum.unity.com/forums/unity-ui-textmesh-pro.60/) section of the Unity forum as well as the [TextMesh Pro User Forum](http://digitalnativestudios.com/forum/index.php) where you will find additional information, [Video Tutorials](http://digitalnativestudios.com/forum/index.php?board=4.0) and [FAQ](http://digitalnativestudios.com/forum/index.php?topic=890.0). In the event you are unable to find the information you seek, always feel free to post on the [Unity UI & TextMesh Pro](https://forum.unity.com/forums/unity-ui-textmesh-pro.60/) section user forum.
[Online Documentation](http://digitalnativestudios.com/textmeshpro/docs/) is also available on TextMesh Pro including Rich Text tags, Shaders, Scripting API and more.

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// UI Editable properties
uniform sampler2D _FaceTex; // Alpha : Signed Distance
uniform float _FaceUVSpeedX;
uniform float _FaceUVSpeedY;
uniform fixed4 _FaceColor; // RGBA : Color + Opacity
uniform float _FaceDilate; // v[ 0, 1]
uniform float _OutlineSoftness; // v[ 0, 1]
uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
uniform float _OutlineUVSpeedX;
uniform float _OutlineUVSpeedY;
uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
uniform float _OutlineWidth; // v[ 0, 1]
uniform float _Bevel; // v[ 0, 1]
uniform float _BevelOffset; // v[-1, 1]
uniform float _BevelWidth; // v[-1, 1]
uniform float _BevelClamp; // v[ 0, 1]
uniform float _BevelRoundness; // v[ 0, 1]
uniform sampler2D _BumpMap; // Normal map
uniform float _BumpOutline; // v[ 0, 1]
uniform float _BumpFace; // v[ 0, 1]
uniform samplerCUBE _Cube; // Cube / sphere map
uniform fixed4 _ReflectFaceColor; // RGB intensity
uniform fixed4 _ReflectOutlineColor;
//uniform float _EnvTiltX; // v[-1, 1]
//uniform float _EnvTiltY; // v[-1, 1]
uniform float3 _EnvMatrixRotation;
uniform float4x4 _EnvMatrix;
uniform fixed4 _SpecularColor; // RGB intensity
uniform float _LightAngle; // v[ 0,Tau]
uniform float _SpecularPower; // v[ 0, 1]
uniform float _Reflectivity; // v[ 5, 15]
uniform float _Diffuse; // v[ 0, 1]
uniform float _Ambient; // v[ 0, 1]
uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
uniform float _UnderlayOffsetX; // v[-1, 1]
uniform float _UnderlayOffsetY; // v[-1, 1]
uniform float _UnderlayDilate; // v[-1, 1]
uniform float _UnderlaySoftness; // v[ 0, 1]
uniform fixed4 _GlowColor; // RGBA : Color + Intesity
uniform float _GlowOffset; // v[-1, 1]
uniform float _GlowOuter; // v[ 0, 1]
uniform float _GlowInner; // v[ 0, 1]
uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
// API Editable properties
uniform float _ShaderFlags;
uniform float _WeightNormal;
uniform float _WeightBold;
uniform float _ScaleRatioA;
uniform float _ScaleRatioB;
uniform float _ScaleRatioC;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
//uniform float _UseClipRect;
uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
// Font Atlas properties
uniform sampler2D _MainTex;
uniform float _TextureWidth;
uniform float _TextureHeight;
uniform float _GradientScale;
uniform float _ScaleX;
uniform float _ScaleY;
uniform float _PerspectiveFilter;
uniform float _Sharpness;

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// Simplified SDF shader:
// - No Shading Option (bevel / bump / env map)
// - No Glow Option
// - Softness is applied on both side of the outline
Shader "Hidden/TextMeshPro/Internal/Distance Field SSD" {
Properties {
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0.02
_WeightNormal ("Weight Normal", float) = 0
_WeightBold ("Weight Bold", float) = .5
_MainTex ("Font Atlas", 2D) = "white" {}
_TextureWidth ("Texture Width", float) = 512
_TextureHeight ("Texture Height", float) = 512
_GradientScale ("Gradient Scale", float) = 5
_ScaleX ("Scale X", float) = 1
_ScaleY ("Scale Y", float) = 1
_Sharpness ("Sharpness", Range(-1,1)) = 0
_VertexOffsetX ("Vertex OffsetX", float) = 0
_VertexOffsetY ("Vertex OffsetY", float) = 0
_ColorMask ("Color Mask", Float) = 15
}
SubShader {
Tags
{
"ForceSupported" = "True"
}
Lighting Off
Blend One OneMinusSrcAlpha
Cull Off
ZWrite Off
ZTest Always
Pass {
CGPROGRAM
#pragma vertex VertShader
#pragma fragment PixShader
#include "UnityCG.cginc"
#include "TMP_Properties.cginc"
sampler2D _GUIClipTexture;
uniform float4x4 unity_GUIClipTextureMatrix;
struct vertex_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct pixel_t {
float4 vertex : SV_POSITION;
fixed4 faceColor : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 clipUV : TEXCOORD1;
};
pixel_t VertShader(vertex_t input)
{
// Does not handle simulated bold correctly.
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
float4 vPosition = UnityObjectToClipPos(vert);
float opacity = input.color.a;
fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor;
faceColor.rgb *= faceColor.a;
// Generate UV for the Clip Texture
float3 eyePos = UnityObjectToViewPos(input.vertex);
float2 clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0));
// Structure for pixel shader
pixel_t output = {
vPosition,
faceColor,
float2(input.texcoord0.x, input.texcoord0.y),
clipUV,
};
return output;
}
half transition(half2 range, half distance)
{
return smoothstep(range.x, range.y, distance);
}
// PIXEL SHADER
fixed4 PixShader(pixel_t input) : SV_Target
{
half distanceSample = tex2D(_MainTex, input.texcoord0).a;
half smoothing = fwidth(distanceSample) * (1 - _Sharpness) + _OutlineSoftness;
half contour = 0.5 - _FaceDilate * 0.5;
half2 edgeRange = half2(contour - smoothing, contour + smoothing);
half4 c = input.faceColor;
half edgeTransition = transition(edgeRange, distanceSample);
c *= edgeTransition;
c *= tex2D(_GUIClipTexture, input.clipUV).a;
return c;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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TextMesh Pro copyright © 2014-2019 Unity Technologies ApS
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.

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using UnityEditorInternal;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_Dropdown.OptionDataList), true)]
class DropdownOptionListDrawer : PropertyDrawer
{
private ReorderableList m_ReorderableList;
private void Init(SerializedProperty property)
{
if (m_ReorderableList != null)
return;
SerializedProperty array = property.FindPropertyRelative("m_Options");
m_ReorderableList = new ReorderableList(property.serializedObject, array);
m_ReorderableList.drawElementCallback = DrawOptionData;
m_ReorderableList.drawHeaderCallback = DrawHeader;
m_ReorderableList.elementHeight += 16;
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
Init(property);
m_ReorderableList.DoList(position);
}
private void DrawHeader(Rect rect)
{
GUI.Label(rect, "Options");
}
private void DrawOptionData(Rect rect, int index, bool isActive, bool isFocused)
{
SerializedProperty itemData = m_ReorderableList.serializedProperty.GetArrayElementAtIndex(index);
SerializedProperty itemText = itemData.FindPropertyRelative("m_Text");
SerializedProperty itemImage = itemData.FindPropertyRelative("m_Image");
RectOffset offset = new RectOffset(0, 0, -1, -3);
rect = offset.Add(rect);
rect.height = EditorGUIUtility.singleLineHeight;
EditorGUI.PropertyField(rect, itemText, GUIContent.none);
rect.y += EditorGUIUtility.singleLineHeight;
EditorGUI.PropertyField(rect, itemImage, GUIContent.none);
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
Init(property);
return m_ReorderableList.GetHeight();
}
}
}

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/*
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(TMP_Glyph))]
public class GlyphInfoDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_id = property.FindPropertyRelative("id");
SerializedProperty prop_x = property.FindPropertyRelative("x");
SerializedProperty prop_y = property.FindPropertyRelative("y");
SerializedProperty prop_width = property.FindPropertyRelative("width");
SerializedProperty prop_height = property.FindPropertyRelative("height");
SerializedProperty prop_xOffset = property.FindPropertyRelative("xOffset");
SerializedProperty prop_yOffset = property.FindPropertyRelative("yOffset");
SerializedProperty prop_xAdvance = property.FindPropertyRelative("xAdvance");
SerializedProperty prop_scale = property.FindPropertyRelative("scale");
// We get Rect since a valid position may not be provided by the caller.
Rect rect = GUILayoutUtility.GetRect(position.width, 48);
rect.y -= 15;
//GUI.enabled = false;
EditorGUIUtility.labelWidth = 40f;
EditorGUIUtility.fieldWidth = 45f;
bool prevGuiState = GUI.enabled;
GUI.enabled = true;
EditorGUI.LabelField(new Rect(rect.x + 5f, rect.y, 80f, 18), new GUIContent("Ascii: <color=#FFFF80>" + prop_id.intValue + "</color>"), TMP_UIStyleManager.label);
EditorGUI.LabelField(new Rect(rect.x + 90f, rect.y, 80f, 18), new GUIContent("Hex: <color=#FFFF80>" + prop_id.intValue.ToString("X") + "</color>"), TMP_UIStyleManager.label);
EditorGUI.LabelField(new Rect(rect.x + 170f, rect.y, 80, 18), "Char: [ <color=#FFFF80>" + (char)prop_id.intValue + "</color> ]", TMP_UIStyleManager.label);
GUI.enabled = prevGuiState;
EditorGUIUtility.labelWidth = 35f;
EditorGUIUtility.fieldWidth = 10f;
float width = (rect.width - 5f) / 4;
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 22, width - 5f, 18), prop_x, new GUIContent("X:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 22, width - 5f, 18), prop_y, new GUIContent("Y:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 22, width - 5f, 18), prop_width, new GUIContent("W:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 22, width - 5f, 18), prop_height, new GUIContent("H:"));
//GUI.enabled = true;
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 0, rect.y + 44, width - 5f, 18), prop_xOffset, new GUIContent("OX:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 1, rect.y + 44, width - 5f, 18), prop_yOffset, new GUIContent("OY:"));
//GUI.enabled = true;
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 2, rect.y + 44, width - 5f, 18), prop_xAdvance, new GUIContent("ADV:"));
EditorGUI.PropertyField(new Rect(rect.x + 5f + width * 3, rect.y + 44, width - 5f, 18), prop_scale, new GUIContent("SF:"));
}
}
}
*/

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(GlyphMetrics))]
public class GlyphMetricsPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
SerializedProperty prop_Width = property.FindPropertyRelative("m_Width");
SerializedProperty prop_Height = property.FindPropertyRelative("m_Height");
SerializedProperty prop_HoriBearingX = property.FindPropertyRelative("m_HorizontalBearingX");
SerializedProperty prop_HoriBearingY = property.FindPropertyRelative("m_HorizontalBearingY");
SerializedProperty prop_HoriAdvance = property.FindPropertyRelative("m_HorizontalAdvance");
// We get Rect since a valid position may not be provided by the caller.
Rect rect = new Rect(position.x, position.y, position.width, 49);
EditorGUI.LabelField(rect, new GUIContent("Glyph Metrics"));
EditorGUIUtility.labelWidth = 30f;
EditorGUIUtility.fieldWidth = 10f;
//GUI.enabled = false;
float width = (rect.width - 75f) / 2;
EditorGUI.PropertyField(new Rect(rect.x + width * 0, rect.y + 20, width - 5f, 18), prop_Width, new GUIContent("W:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 1, rect.y + 20, width - 5f, 18), prop_Height, new GUIContent("H:"));
//GUI.enabled = true;
width = (rect.width - 75f) / 3;
EditorGUI.BeginChangeCheck();
EditorGUI.PropertyField(new Rect(rect.x + width * 0, rect.y + 40, width - 5f, 18), prop_HoriBearingX, new GUIContent("BX:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 1, rect.y + 40, width - 5f, 18), prop_HoriBearingY, new GUIContent("BY:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 2, rect.y + 40, width - 5f, 18), prop_HoriAdvance, new GUIContent("AD:"));
if (EditorGUI.EndChangeCheck())
{
}
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 65f;
}
}
}

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using UnityEngine;
using UnityEngine.TextCore;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomPropertyDrawer(typeof(GlyphRect))]
public class GlyphRectPropertyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
//EditorGUI.BeginProperty(position, label, property);
SerializedProperty prop_X = property.FindPropertyRelative("m_X");
SerializedProperty prop_Y = property.FindPropertyRelative("m_Y");
SerializedProperty prop_Width = property.FindPropertyRelative("m_Width");
SerializedProperty prop_Height = property.FindPropertyRelative("m_Height");
// We get Rect since a valid position may not be provided by the caller.
Rect rect = new Rect(position.x, position.y, position.width, 49);
EditorGUI.LabelField(rect, new GUIContent("Glyph Rect"));
EditorGUIUtility.labelWidth = 30f;
EditorGUIUtility.fieldWidth = 10f;
//GUI.enabled = false;
float width = (rect.width - 75f) / 4;
EditorGUI.PropertyField(new Rect(rect.x + width * 0, rect.y + 20, width - 5f, 18), prop_X, new GUIContent("X:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 1, rect.y + 20, width - 5f, 18), prop_Y, new GUIContent("Y:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 2, rect.y + 20, width - 5f, 18), prop_Width, new GUIContent("W:"));
EditorGUI.PropertyField(new Rect(rect.x + width * 3, rect.y + 20, width - 5f, 18), prop_Height, new GUIContent("H:"));
//EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return 45f;
}
}
}

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using UnityEngine;
using UnityEditor;
namespace TMPro.EditorUtilities
{
/// <summary>Base class for TextMesh Pro shader GUIs.</summary>
public abstract class TMP_BaseShaderGUI : ShaderGUI
{
/// <summary>Representation of a #pragma shader_feature.</summary>
/// <description>It is assumed that the first feature option is for no keyword (underscores).</description>
protected class ShaderFeature
{
public string undoLabel;
public GUIContent label;
/// <summary>The keyword labels, for display. Include the no-keyword as the first option.</summary>
public GUIContent[] keywordLabels;
/// <summary>The shader keywords. Exclude the no-keyword option.</summary>
public string[] keywords;
int m_State;
public bool Active
{
get { return m_State >= 0; }
}
public int State
{
get { return m_State; }
}
public void ReadState(Material material)
{
for (int i = 0; i < keywords.Length; i++)
{
if (material.IsKeywordEnabled(keywords[i]))
{
m_State = i;
return;
}
}
m_State = -1;
}
public void SetActive(bool active, Material material)
{
m_State = active ? 0 : -1;
SetStateKeywords(material);
}
public void DoPopup(MaterialEditor editor, Material material)
{
EditorGUI.BeginChangeCheck();
int selection = EditorGUILayout.Popup(label, m_State + 1, keywordLabels);
if (EditorGUI.EndChangeCheck())
{
m_State = selection - 1;
editor.RegisterPropertyChangeUndo(undoLabel);
SetStateKeywords(material);
}
}
void SetStateKeywords(Material material)
{
for (int i = 0; i < keywords.Length; i++)
{
if (i == m_State)
{
material.EnableKeyword(keywords[i]);
}
else
{
material.DisableKeyword(keywords[i]);
}
}
}
}
static GUIContent s_TempLabel = new GUIContent();
protected static bool s_DebugExtended;
static int s_UndoRedoCount, s_LastSeenUndoRedoCount;
static float[][] s_TempFloats =
{
null, new float[1], new float[2], new float[3], new float[4]
};
protected static GUIContent[] s_XywhVectorLabels =
{
new GUIContent("X"),
new GUIContent("Y"),
new GUIContent("W", "Width"),
new GUIContent("H", "Height")
};
protected static GUIContent[] s_LbrtVectorLabels =
{
new GUIContent("L", "Left"),
new GUIContent("B", "Bottom"),
new GUIContent("R", "Right"),
new GUIContent("T", "Top")
};
static TMP_BaseShaderGUI()
{
// Keep track of how many undo/redo events happened.
Undo.undoRedoPerformed += () => s_UndoRedoCount += 1;
}
bool m_IsNewGUI = true;
float m_DragAndDropMinY;
protected MaterialEditor m_Editor;
protected Material m_Material;
protected MaterialProperty[] m_Properties;
void PrepareGUI()
{
m_IsNewGUI = false;
ShaderUtilities.GetShaderPropertyIDs();
// New GUI just got constructed. This happens in response to a selection,
// but also after undo/redo events.
if (s_LastSeenUndoRedoCount != s_UndoRedoCount)
{
// There's been at least one undo/redo since the last time this GUI got constructed.
// Maybe the undo/redo was for this material? Assume that is was.
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, m_Material as Material);
}
s_LastSeenUndoRedoCount = s_UndoRedoCount;
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
m_Editor = materialEditor;
m_Material = materialEditor.target as Material;
this.m_Properties = properties;
if (m_IsNewGUI)
{
PrepareGUI();
}
DoDragAndDropBegin();
EditorGUI.BeginChangeCheck();
DoGUI();
if (EditorGUI.EndChangeCheck())
{
TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, m_Material);
}
DoDragAndDropEnd();
}
/// <summary>Override this method to create the specific shader GUI.</summary>
protected abstract void DoGUI();
static string[] s_PanelStateLabel = new string[] { "\t- <i>Click to collapse</i> -", "\t- <i>Click to expand</i> -" };
protected bool BeginPanel(string panel, bool expanded)
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
Rect r = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20, 18));
r.x += 20;
r.width += 6;
bool enabled = GUI.enabled;
GUI.enabled = true;
expanded = TMP_EditorUtility.EditorToggle(r, expanded, new GUIContent(panel), TMP_UIStyleManager.panelTitle);
r.width -= 30;
EditorGUI.LabelField(r, new GUIContent(expanded ? s_PanelStateLabel[0] : s_PanelStateLabel[1]), TMP_UIStyleManager.rightLabel);
GUI.enabled = enabled;
EditorGUI.indentLevel += 1;
EditorGUI.BeginDisabledGroup(false);
return expanded;
}
protected bool BeginPanel(string panel, ShaderFeature feature, bool expanded, bool readState = true)
{
if (readState)
{
feature.ReadState(m_Material);
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.BeginHorizontal();
Rect r = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20, 20, GUILayout.Width(20f)));
bool active = EditorGUI.Toggle(r, feature.Active);
if (EditorGUI.EndChangeCheck())
{
m_Editor.RegisterPropertyChangeUndo(feature.undoLabel);
feature.SetActive(active, m_Material);
}
r = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20, 18));
r.width += 6;
bool enabled = GUI.enabled;
GUI.enabled = true;
expanded = TMP_EditorUtility.EditorToggle(r, expanded, new GUIContent(panel), TMP_UIStyleManager.panelTitle);
r.width -= 10;
EditorGUI.LabelField(r, new GUIContent(expanded ? s_PanelStateLabel[0] : s_PanelStateLabel[1]), TMP_UIStyleManager.rightLabel);
GUI.enabled = enabled;
GUILayout.EndHorizontal();
EditorGUI.indentLevel += 1;
EditorGUI.BeginDisabledGroup(!active);
return expanded;
}
public void EndPanel()
{
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel -= 1;
EditorGUILayout.EndVertical();
}
MaterialProperty BeginProperty(string name)
{
MaterialProperty property = FindProperty(name, m_Properties);
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = property.hasMixedValue;
m_Editor.BeginAnimatedCheck(Rect.zero, property);
return property;
}
bool EndProperty()
{
m_Editor.EndAnimatedCheck();
EditorGUI.showMixedValue = false;
return EditorGUI.EndChangeCheck();
}
protected void DoPopup(string name, string label, GUIContent[] options)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
int index = EditorGUILayout.Popup(s_TempLabel, (int)property.floatValue, options);
if (EndProperty())
{
property.floatValue = index;
}
}
protected void DoCubeMap(string name, string label)
{
DoTexture(name, label, typeof(Cubemap));
}
protected void DoTexture2D(string name, string label, bool withTilingOffset = false, string[] speedNames = null)
{
DoTexture(name, label, typeof(Texture2D), withTilingOffset, speedNames);
}
void DoTexture(string name, string label, System.Type type, bool withTilingOffset = false, string[] speedNames = null)
{
MaterialProperty property = BeginProperty(name);
Rect rect = EditorGUILayout.GetControlRect(true, 60f);
float totalWidth = rect.width;
rect.width = EditorGUIUtility.labelWidth + 60f;
s_TempLabel.text = label;
Object tex = EditorGUI.ObjectField(rect, s_TempLabel, property.textureValue, type, false);
if (EndProperty())
{
property.textureValue = tex as Texture;
}
rect.x += rect.width + 4f;
rect.width = totalWidth - rect.width - 4f;
rect.height = EditorGUIUtility.singleLineHeight;
if (withTilingOffset)
{
DoTilingOffset(rect, property);
rect.y += (rect.height + 2f) * 2f;
}
if (speedNames != null)
{
DoUVSpeed(rect, speedNames);
}
}
void DoTilingOffset(Rect rect, MaterialProperty property)
{
float labelWidth = EditorGUIUtility.labelWidth;
int indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = Mathf.Min(40f, rect.width * 0.20f);
Vector4 vector = property.textureScaleAndOffset;
bool changed = false;
float[] values = s_TempFloats[2];
s_TempLabel.text = "Tiling";
Rect vectorRect = EditorGUI.PrefixLabel(rect, s_TempLabel);
values[0] = vector.x;
values[1] = vector.y;
EditorGUI.BeginChangeCheck();
EditorGUI.MultiFloatField(vectorRect, s_XywhVectorLabels, values);
if (EndProperty())
{
vector.x = values[0];
vector.y = values[1];
changed = true;
}
rect.y += rect.height + 2f;
s_TempLabel.text = "Offset";
vectorRect = EditorGUI.PrefixLabel(rect, s_TempLabel);
values[0] = vector.z;
values[1] = vector.w;
EditorGUI.BeginChangeCheck();
EditorGUI.MultiFloatField(vectorRect, s_XywhVectorLabels, values);
if (EndProperty())
{
vector.z = values[0];
vector.w = values[1];
changed = true;
}
if (changed)
{
property.textureScaleAndOffset = vector;
}
EditorGUIUtility.labelWidth = labelWidth;
EditorGUI.indentLevel = indentLevel;
}
protected void DoUVSpeed(Rect rect, string[] names)
{
float labelWidth = EditorGUIUtility.labelWidth;
int indentLevel = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
EditorGUIUtility.labelWidth = Mathf.Min(40f, rect.width * 0.20f);
s_TempLabel.text = "Speed";
rect = EditorGUI.PrefixLabel(rect, s_TempLabel);
EditorGUIUtility.labelWidth = 13f;
rect.width = rect.width * 0.5f - 1f;
DoFloat(rect, names[0], "X");
rect.x += rect.width + 2f;
DoFloat(rect, names[1], "Y");
EditorGUIUtility.labelWidth = labelWidth;
EditorGUI.indentLevel = indentLevel;
}
protected void DoToggle(string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
bool value = EditorGUILayout.Toggle(s_TempLabel, property.floatValue == 1f);
if (EndProperty())
{
property.floatValue = value ? 1f : 0f;
}
}
protected void DoFloat(string name, string label)
{
MaterialProperty property = BeginProperty(name);
Rect rect = EditorGUILayout.GetControlRect();
rect.width = EditorGUIUtility.labelWidth + 55f;
s_TempLabel.text = label;
float value = EditorGUI.FloatField(rect, s_TempLabel, property.floatValue);
if (EndProperty())
{
property.floatValue = value;
}
}
protected void DoColor(string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
Color value = EditorGUI.ColorField(EditorGUILayout.GetControlRect(), s_TempLabel, property.colorValue);
if (EndProperty())
{
property.colorValue = value;
}
}
void DoFloat(Rect rect, string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
float value = EditorGUI.FloatField(rect, s_TempLabel, property.floatValue);
if (EndProperty())
{
property.floatValue = value;
}
}
protected void DoSlider(string name, string label)
{
MaterialProperty property = BeginProperty(name);
Vector2 range = property.rangeLimits;
s_TempLabel.text = label;
float value = EditorGUI.Slider(
EditorGUILayout.GetControlRect(), s_TempLabel, property.floatValue, range.x, range.y
);
if (EndProperty())
{
property.floatValue = value;
}
}
protected void DoVector3(string name, string label)
{
MaterialProperty property = BeginProperty(name);
s_TempLabel.text = label;
Vector4 value = EditorGUILayout.Vector3Field(s_TempLabel, property.vectorValue);
if (EndProperty())
{
property.vectorValue = value;
}
}
protected void DoVector(string name, string label, GUIContent[] subLabels)
{
MaterialProperty property = BeginProperty(name);
Rect rect = EditorGUILayout.GetControlRect();
s_TempLabel.text = label;
rect = EditorGUI.PrefixLabel(rect, s_TempLabel);
Vector4 vector = property.vectorValue;
float[] values = s_TempFloats[subLabels.Length];
for (int i = 0; i < subLabels.Length; i++)
{
values[i] = vector[i];
}
EditorGUI.MultiFloatField(rect, subLabels, values);
if (EndProperty())
{
for (int i = 0; i < subLabels.Length; i++)
{
vector[i] = values[i];
}
property.vectorValue = vector;
}
}
void DoDragAndDropBegin()
{
m_DragAndDropMinY = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true)).y;
}
void DoDragAndDropEnd()
{
Rect rect = GUILayoutUtility.GetRect(0f, 0f, GUILayout.ExpandWidth(true));
Event evt = Event.current;
if (evt.type == EventType.DragUpdated)
{
DragAndDrop.visualMode = DragAndDropVisualMode.Generic;
evt.Use();
}
else if (
evt.type == EventType.DragPerform &&
Rect.MinMaxRect(rect.xMin, m_DragAndDropMinY, rect.xMax, rect.yMax).Contains(evt.mousePosition)
)
{
DragAndDrop.AcceptDrag();
evt.Use();
Material droppedMaterial = DragAndDrop.objectReferences[0] as Material;
if (droppedMaterial && droppedMaterial != m_Material)
{
PerformDrop(droppedMaterial);
}
}
}
void PerformDrop(Material droppedMaterial)
{
Texture droppedTex = droppedMaterial.GetTexture(ShaderUtilities.ID_MainTex);
if (!droppedTex)
{
return;
}
Texture currentTex = m_Material.GetTexture(ShaderUtilities.ID_MainTex);
TMP_FontAsset requiredFontAsset = null;
if (droppedTex != currentTex)
{
requiredFontAsset = TMP_EditorUtility.FindMatchingFontAsset(droppedMaterial);
if (!requiredFontAsset)
{
return;
}
}
foreach (GameObject o in Selection.gameObjects)
{
if (requiredFontAsset)
{
TMP_Text textComponent = o.GetComponent<TMP_Text>();
if (textComponent)
{
Undo.RecordObject(textComponent, "Font Asset Change");
textComponent.font = requiredFontAsset;
}
}
TMPro_EventManager.ON_DRAG_AND_DROP_MATERIAL_CHANGED(o, m_Material, droppedMaterial);
EditorUtility.SetDirty(o);
}
}
}
}

View file

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