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C# UnityEngine.Font类代码示例

本文整理汇总了C#中UnityEngine.Font的典型用法代码示例。如果您正苦于以下问题:C# Font类的具体用法?C# Font怎么用?C# Font使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Font类属于UnityEngine命名空间,在下文中一共展示了Font类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: UguiNovelTextGeneratorAddtionalRuby

		internal UguiNovelTextGeneratorAddtionalRuby( List<UguiNovelTextCharacter> characters, int index, Font rubyFont, float rubySizeScale)
		{
			UguiNovelTextCharacter original = characters[index];
			int rubySize = Mathf.CeilToInt(rubySizeScale * original.FontSize);
			stringData.Add(original);
			for (int i = index + 1; i < characters.Count; ++i)
			{
				UguiNovelTextCharacter c = characters[i];
				if (!c.CustomInfo.IsRuby || c.CustomInfo.IsRubyTop) break;
				stringData.Add(c);
			}
			
			//カラー情報のみコピー
			CharData.CustomCharaInfo rubyInfo = new CharData.CustomCharaInfo();
			rubyInfo.IsColor = original.charData.CustomInfo.IsColor;
			rubyInfo.color = original.charData.CustomInfo.color;
			if (original.charData.CustomInfo.IsEmphasisMark)
			{
				for (int i = 0; i < stringData.Count; ++i)
				{
					CharData data = new CharData(original.charData.CustomInfo.rubyStr[0], rubyInfo);
					rubyList.Add(new UguiNovelTextCharacter(data, rubyFont, rubySize, original.FontStyle ));
				}
			}
			else
			{
				foreach (char c in original.charData.CustomInfo.rubyStr)
				{
					CharData data = new CharData(c, rubyInfo);
					rubyList.Add(new UguiNovelTextCharacter(data, rubyFont, rubySize, original.FontStyle ));
				}
			}
		}
开发者ID:OsamaRazaAnsari,项目名称:2DDressUpGame,代码行数:33,代码来源:UguiNovelTextGeneratorAddtionalRuby.cs

示例2: Awake

        void Awake()
        {
            bgTexture = Resources.Load<Texture2D>(Constants.THEME_PATH + Constants.ACTIVE_THEME + "/info_bg");
            font = Resources.Load<Font>("Fonts/" + "Chalkboard");

            DefaultColor();
        }
开发者ID:hunvil,项目名称:ConvergeGame_Client,代码行数:7,代码来源:TileInfoGUI.cs

示例3: Create

		public static pb_GUIStyle Create(
			Color color,
			Color? normalColor = null,
			Color? highlightedColor = null,
			Color? pressedColor = null,
			Color? disabledColor = null,
			Texture2D image = null,
			Sprite sprite = null,
			Font font = null,
					Color? fontColor = null)
		{
			pb_GUIStyle style = ScriptableObject.CreateInstance<pb_GUIStyle>();

			style.color				= color;
			style.image 			= image;
			style.sprite 			= sprite;
			style.font				= font;
			
			if(normalColor != null) 	style.normalColor		= (Color) normalColor;
			if(highlightedColor != null) style.highlightedColor	= (Color) highlightedColor;
			if(pressedColor != null) 	style.pressedColor		= (Color) pressedColor;
			if(disabledColor != null) 	style.disabledColor 		= (Color) disabledColor;
			if(fontColor != null) 		style.fontColor 			= (Color) fontColor;

			return style;
		}
开发者ID:procore3d,项目名称:giles,代码行数:26,代码来源:pb_GUIStyle.cs

示例4: constructor

 public static int constructor(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         UnityEngine.Font o;
         if(argc==1){
             o=new UnityEngine.Font();
             pushValue(l,true);
             pushValue(l,o);
             return 2;
         }
         else if(argc==2){
             System.String a1;
             checkType(l,2,out a1);
             o=new UnityEngine.Font(a1);
             pushValue(l,true);
             pushValue(l,o);
             return 2;
         }
         return error(l,"New object failed.");
     }
     catch(Exception e) {
         return error(l,e);
     }
 }
开发者ID:jadie,项目名称:slua_test,代码行数:25,代码来源:Lua_UnityEngine_Font.cs

示例5: DefaultFont

		/**
		 * Get default font.
		 */
		public static Font DefaultFont()
		{
			if(_defaultFont == null)
				_defaultFont = (Font) Resources.GetBuiltinResource(typeof(Font), "Arial.ttf");

			return _defaultFont;
		}
开发者ID:procore3d,项目名称:giles,代码行数:10,代码来源:pb_GUIUtility.cs

示例6: SetCharacterInfoToVertex

		public static void SetCharacterInfoToVertex(UIVertex[] verts, UguiNovelTextCharacter character, Font font )
		{

			float minX,maxX,minY,maxY;
			Vector2 uvBottomLeft,uvBottomRight,uvTopRight,uvTopLeft;
			float offsetY;
#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6
			//Y座標はフォントアセットのサイズと、文字のサイズを使ってこんな式で計算できる。
			//理屈はわからん!
			offsetY = font.fontSize + 0.1f*(character.FontSize-font.fontSize);

			//positionの設定
			minX = character.charInfo.vert.xMin;
			maxX = character.charInfo.vert.xMax;

			minY = character.charInfo.vert.yMin;
			maxY = character.charInfo.vert.yMax;

			Rect uv = character.charInfo.uv;
			//Flipp処理
			if (character.charInfo.flipped)
			{
				uvBottomLeft = new Vector2(uv.xMax, uv.yMin);
				uvBottomRight = new Vector2(uv.xMax, uv.yMax);
				uvTopLeft = new Vector2(uv.xMin, uv.yMin);
				uvTopRight = new Vector2(uv.xMin, uv.yMax);
			}
			else
			{
				uvBottomLeft = new Vector2(uv.xMin, uv.yMax);
				uvBottomRight = new Vector2(uv.xMax, uv.yMax);
				uvTopLeft = new Vector2(uv.xMin, uv.yMin);
				uvTopRight = new Vector2(uv.xMax, uv.yMin);
			}
#else
			offsetY = 0.1f * (character.FontSize);

			//座標の設定
			minX = character.charInfo.minX;
			maxX = character.charInfo.maxX;
			minY = character.charInfo.minY;
			maxY = character.charInfo.maxY;

			uvBottomLeft = character.charInfo.uvBottomLeft;
			uvBottomRight = character.charInfo.uvBottomRight;
			uvTopRight = character.charInfo.uvTopRight;
			uvTopLeft = character.charInfo.uvTopLeft;
#endif
			//座標の設定
			verts[0].position.x = verts[3].position.x = minX + character.PositionX;
			verts[1].position.x = verts[2].position.x = maxX + character.PositionX;
			verts[0].position.y = verts[1].position.y = minY + character.PositionY + offsetY;
			verts[2].position.y = verts[3].position.y = maxY + character.PositionY + offsetY;

			verts[0].uv0 = uvBottomLeft;
			verts[1].uv0 = uvBottomRight;
			verts[2].uv0 = uvTopRight;
			verts[3].uv0 = uvTopLeft;
		}
开发者ID:OsamaRazaAnsari,项目名称:2DDressUpGame,代码行数:59,代码来源:WrapperUnityVersion.cs

示例7: OnEnable

 void OnEnable()
 {
     //Load initila variables
     SetColors(GetColorDefault(GamestrapHelper.ColorRGBInt(141, 39, 137)));
     font = (Font)AssetDatabase.LoadAssetAtPath(GamestrapHelper.gamestrapRoute + "Fonts/Lato/Lato-Regular.ttf", typeof(Font));
     SetUpColors();
     sceneColors = new List<Color>();
 }
开发者ID:rhysb89,项目名称:AdelaidePrototype,代码行数:8,代码来源:GamestrapUI.cs

示例8: FillText

        /// <summary>
        /// Fill label mesh.
        /// </summary>
        /// <param name="mesh">Mesh.</param>
        /// <param name="width">Label width.</param>
        /// <param name="height">Label height.</param>
        /// <param name="text">Label text.</param>
        /// <param name="color">Color.</param>
        /// <param name="align">Text align.</param>
        /// <param name="font">Font.</param>
        /// <param name="fontSize">Font size.</param>
        /// <param name="lineHgt">Line height multiplier.</param>
        /// <param name="effect">Effect.</param>
        /// <param name="effectValue">Effect value.</param>
        /// <param name="effectColor">Effect color.</param>
        public static void FillText(
            Mesh mesh, int width, int height, string text, Color color, TextAnchor align, Font font, int fontSize,
            float lineHgt, GuiFontEffect effect = GuiFontEffect.None, Vector2? effectValue = null, Color? effectColor = null)
        {
            if (mesh == null) {
                return;
            }
            mesh.Clear ();
            if (font == null || string.IsNullOrEmpty (text)) {
                return;
            }

            _settings.fontSize = (int) (fontSize * GuiSystem.Instance.VirtualToRealScaleFactor);
            _settings.resizeTextMaxSize = _settings.fontSize;

            var scale = fontSize / (float) _settings.fontSize;

            _settings.font = font;
            _settings.textAnchor = align;
            _settings.generationExtents = new Vector2 (width, height) / scale;
            _settings.lineSpacing = lineHgt;
            _settings.color = color;
            _generator.Invalidate ();
            if (!_generator.Populate (text, _settings)) {
                return;
            }

            _generator.GetVertices (_verts);

            GuiMeshTools.PrepareBuffer (effect, effectValue, effectColor);

            for (int i = 0, iMax = _verts.Count - 4, charID = 0; i < iMax; charID++) {
                if (text[charID] == ' ') {
                    i += 4;
                    continue;
                }
                _uiV = _verts[i++];
                _c = _uiV.color;
                _v0 = _uiV.position * scale;
                _uv0 = _uiV.uv0;

                _uiV = _verts[i++];
                _v1 = _uiV.position * scale;
                _uv1 = _uiV.uv0;

                _uiV = _verts[i++];
                _v2 = _uiV.position * scale;
                _uv2 = _uiV.uv0;

                _uiV = _verts[i++];
                _v3 = _uiV.position * scale;
                _uv3 = _uiV.uv0;
                GuiMeshTools.FillBuffer (ref _v0, ref _v1, ref _v2, ref _v3, ref _uv0, ref _uv1, ref _uv2, ref _uv3, ref _c);
            }

            GuiMeshTools.GetBuffers (mesh, false);
            mesh.bounds = new Bounds (Vector3.zero, new Vector3 (width, height, 0f));
        }
开发者ID:Leopotam,项目名称:LeopotamGroupLibraryUnity,代码行数:73,代码来源:GuiTextTools.cs

示例9: Clear

 public override void Clear()
 {
     base.Clear();
     m_Text = string.Empty;
     m_FontSize = 100;
     m_Font = null;
     m_Color = Color.white;
     m_FontTexture = null;
 }
开发者ID:NathanSaidas,项目名称:OnLooker_Unity,代码行数:9,代码来源:UILabelParams.cs

示例10: RebuildForFont

 private static void RebuildForFont(Font f)
 {
   List<Text> list;
   FontUpdateTracker.m_Tracked.TryGetValue(f, out list);
   if (list == null)
     return;
   for (int index = 0; index < list.Count; ++index)
     list[index].FontTextureChanged();
 }
开发者ID:NetherDrk,项目名称:Eternal-Empire,代码行数:9,代码来源:FontUpdateTracker.cs

示例11: VectorImageData

        public VectorImageData(Glyph glyph, Font font)
        {
            m_Glyph = glyph;
            if (!m_Glyph.unicode.StartsWith(@"\u"))
            {
                m_Glyph.unicode = @"\u" + m_Glyph.unicode;
            }

            m_Font = font;
        }
开发者ID:adamtelfer,项目名称:idlecraft,代码行数:10,代码来源:VectorImageData.cs

示例12: CodeView

 public CodeView(CodeEditorWindow owner, ITextView textView)
 {
     m_Owner = owner;
     _textView = textView;
     _document = _textView.Document;
     var textFont = _textView.Appearance.Text.font;
     _font = textFont ? textFont : GUI.skin.font;
     _navigator = new DefaultTextStructureNavigator();
     Caret.Moved += EnsureCursorIsVisible;
     _textView.DoubleClicked = DoubleClickedDocument;
 }
开发者ID:madsnyholm,项目名称:CodeEditor,代码行数:11,代码来源:CodeView.cs

示例13: TextStyle

        /// <summary>
        /// Initializes a new instance of the <see cref="Common.App.ResourceTypes.TextStyle"/> class.
        /// </summary>
        public TextStyle()
        {
            DebugEx.Verbose("Created TextStyle object");

            mFont        = null;
            mFontStyle   = FontStyle.Normal;
            mFontSize    = 12;
            mLineSpacing = 1f;
            mAlignment   = TextAnchor.UpperLeft;
            mColor       = new Color(0f, 0f, 0f);
        }
开发者ID:Gris87,项目名称:UnityEditorCommonScripts,代码行数:14,代码来源:TextStyle.cs

示例14: RebuildForFont

        private static void RebuildForFont(Font f)
        {
            List<Text> texts;
            m_Tracked.TryGetValue(f, out texts);

            if (texts == null)
                return;

            for (var i = 0; i < texts.Count; i++)
                texts[i].FontTextureChanged();
        }
开发者ID:xqy,项目名称:game,代码行数:11,代码来源:FontUpdateTracker.cs

示例15: RebuildForFont

 private static void RebuildForFont(Font f)
 {
     List<Text> list;
     m_Tracked.TryGetValue(f, out list);
     if (list != null)
     {
         for (int i = 0; i < list.Count; i++)
         {
             list[i].FontTextureChanged();
         }
     }
 }
开发者ID:randomize,项目名称:VimConfig,代码行数:12,代码来源:FontUpdateTracker.cs


注:本文中的UnityEngine.Font类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。