From 3af4c218c0e70167db23a6303d2af30aff37d2fe Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Thu, 20 Aug 2020 23:40:50 -0400 Subject: Removed a bunch of stuff; Changes --- .../Scripts/Editor/TMP_FontAsset_CreationMenu.cs | 190 --------------------- 1 file changed, 190 deletions(-) delete mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_FontAsset_CreationMenu.cs (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_FontAsset_CreationMenu.cs') diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_FontAsset_CreationMenu.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_FontAsset_CreationMenu.cs deleted file mode 100644 index dca6d14..0000000 --- a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_FontAsset_CreationMenu.cs +++ /dev/null @@ -1,190 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Linq; -using System.IO; -using System.Collections; -using System.Collections.Generic; -using UnityEngine.TextCore; -using UnityEngine.TextCore.LowLevel; -using TMPro; - - -namespace TMPro -{ - public static class TMP_FontAsset_CreationMenu - { - /* - [MenuItem("Assets/Create/TextMeshPro/Font Asset Fallback", false, 105)] - public static void CreateFallbackFontAsset() - { - Object target = Selection.activeObject; - - // Make sure the selection is a font file - if (target == null || target.GetType() != typeof(TMP_FontAsset)) - { - Debug.LogWarning("A Font file must first be selected in order to create a Font Asset."); - return; - } - - TMP_FontAsset sourceFontAsset = (TMP_FontAsset)target; - - string sourceFontFilePath = AssetDatabase.GetAssetPath(target); - - string folderPath = Path.GetDirectoryName(sourceFontFilePath); - string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath); - - string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " - Fallback.asset"); - - //// Create new TM Font Asset. - TMP_FontAsset fontAsset = ScriptableObject.CreateInstance(); - AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName); - - fontAsset.version = "1.1.0"; - - fontAsset.faceInfo = sourceFontAsset.faceInfo; - - fontAsset.m_SourceFontFileGUID = sourceFontAsset.m_SourceFontFileGUID; - fontAsset.m_SourceFontFile_EditorRef = sourceFontAsset.m_SourceFontFile_EditorRef; - fontAsset.atlasPopulationMode = TMP_FontAsset.AtlasPopulationMode.Dynamic; - - int atlasWidth = fontAsset.atlasWidth = sourceFontAsset.atlasWidth; - int atlasHeight = fontAsset.atlasHeight = sourceFontAsset.atlasHeight; - int atlasPadding = fontAsset.atlasPadding = sourceFontAsset.atlasPadding; - fontAsset.atlasRenderMode = sourceFontAsset.atlasRenderMode; - - // Initialize array for the font atlas textures. - fontAsset.atlasTextures = new Texture2D[1]; - - // Create and add font atlas texture - Texture2D texture = new Texture2D(atlasWidth, atlasHeight, TextureFormat.Alpha8, false); - Color32[] colors = new Color32[atlasWidth * atlasHeight]; - texture.SetPixels32(colors); - - texture.name = assetName + " Atlas"; - fontAsset.atlasTextures[0] = texture; - AssetDatabase.AddObjectToAsset(texture, fontAsset); - - // Add free rectangle of the size of the texture. - int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1; - fontAsset.m_FreeGlyphRects = new List() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) }; - fontAsset.m_UsedGlyphRects = new List(); - - // Create new Material and Add it as Sub-Asset - Material tmp_material = new Material(sourceFontAsset.material); - - tmp_material.name = texture.name + " Material"; - tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); - tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); - tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); - - tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier); - - tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); - tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); - - fontAsset.material = tmp_material; - - AssetDatabase.AddObjectToAsset(tmp_material, fontAsset); - - // Add Font Asset Creation Settings - // TODO - - // Not sure if this is still necessary in newer versions of Unity. - EditorUtility.SetDirty(fontAsset); - - AssetDatabase.SaveAssets(); - } - */ - - //[MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", true)] - //public static bool CreateFontAssetMenuValidation() - //{ - // return false; - //} - - [MenuItem("Assets/Create/TextMeshPro/Font Asset #%F12", false, 100)] - public static void CreateFontAsset() - { - Object target = Selection.activeObject; - - // Make sure the selection is a font file - if (target == null || target.GetType() != typeof(Font)) - { - Debug.LogWarning("A Font file must first be selected in order to create a Font Asset."); - return; - } - - Font sourceFont = (Font)target; - - string sourceFontFilePath = AssetDatabase.GetAssetPath(target); - - string folderPath = Path.GetDirectoryName(sourceFontFilePath); - string assetName = Path.GetFileNameWithoutExtension(sourceFontFilePath); - - string newAssetFilePathWithName = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + assetName + " SDF.asset"); - - //// Create new TM Font Asset. - TMP_FontAsset fontAsset = ScriptableObject.CreateInstance(); - AssetDatabase.CreateAsset(fontAsset, newAssetFilePathWithName); - - fontAsset.version = "1.1.0"; - - // Set face information - FontEngine.InitializeFontEngine(); - FontEngine.LoadFontFace(sourceFont, 90); - fontAsset.faceInfo = FontEngine.GetFaceInfo(); - - // Set font reference and GUID - fontAsset.m_SourceFontFileGUID = AssetDatabase.AssetPathToGUID(sourceFontFilePath); - fontAsset.m_SourceFontFile_EditorRef = sourceFont; - fontAsset.atlasPopulationMode = AtlasPopulationMode.Dynamic; - - // Default atlas resolution is 1024 x 1024. - int atlasWidth = fontAsset.atlasWidth = 1024; - int atlasHeight = fontAsset.atlasHeight = 1024; - int atlasPadding = fontAsset.atlasPadding = 9; - fontAsset.atlasRenderMode = GlyphRenderMode.SDFAA; - - // Initialize array for the font atlas textures. - fontAsset.atlasTextures = new Texture2D[1]; - - // Create atlas texture of size zero. - Texture2D texture = new Texture2D(0, 0, TextureFormat.Alpha8, false); - - texture.name = assetName + " Atlas"; - fontAsset.atlasTextures[0] = texture; - AssetDatabase.AddObjectToAsset(texture, fontAsset); - - // Add free rectangle of the size of the texture. - int packingModifier = ((GlyphRasterModes)fontAsset.atlasRenderMode & GlyphRasterModes.RASTER_MODE_BITMAP) == GlyphRasterModes.RASTER_MODE_BITMAP ? 0 : 1; - fontAsset.freeGlyphRects = new List() { new GlyphRect(0, 0, atlasWidth - packingModifier, atlasHeight - packingModifier) }; - fontAsset.usedGlyphRects = new List(); - - // Create new Material and Add it as Sub-Asset - Shader default_Shader = Shader.Find("TextMeshPro/Distance Field"); - Material tmp_material = new Material(default_Shader); - - tmp_material.name = texture.name + " Material"; - tmp_material.SetTexture(ShaderUtilities.ID_MainTex, texture); - tmp_material.SetFloat(ShaderUtilities.ID_TextureWidth, atlasWidth); - tmp_material.SetFloat(ShaderUtilities.ID_TextureHeight, atlasHeight); - - tmp_material.SetFloat(ShaderUtilities.ID_GradientScale, atlasPadding + packingModifier); - - tmp_material.SetFloat(ShaderUtilities.ID_WeightNormal, fontAsset.normalStyle); - tmp_material.SetFloat(ShaderUtilities.ID_WeightBold, fontAsset.boldStyle); - - fontAsset.material = tmp_material; - - AssetDatabase.AddObjectToAsset(tmp_material, fontAsset); - - // Add Font Asset Creation Settings - fontAsset.creationSettings = new FontAssetCreationSettings(fontAsset.m_SourceFontFileGUID, fontAsset.faceInfo.pointSize, 0, atlasPadding, 0, 1024, 1024, 7, string.Empty, (int)GlyphRenderMode.SDFAA); - - // Not sure if this is still necessary in newer versions of Unity. - EditorUtility.SetDirty(fontAsset); - - AssetDatabase.SaveAssets(); - } - } -} \ No newline at end of file -- cgit v1.2.3