feature-better-tweakables
Andrew Cassidy 4 years ago
parent 0a77ef57b7
commit 96c625f6f2

@ -22,8 +22,6 @@ namespace ConformalDecals {
}
private void SetText(string newText) {
if (!HighLogic.LoadedSceneIsEditor) return;
this.Log("Rendering text for part");
var fonts = Resources.FindObjectsOfTypeAll<TMP_FontAsset>();

@ -1,8 +0,0 @@
using UnityEngine;
namespace ConformalDecals.Text {
public class DecalFont : ScriptableObject {
[SerializeField] public string foo1;
[SerializeField] public string foo2;
}
}

@ -2,17 +2,21 @@ using System.IO;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UniLinq;
using UnityEngine;
namespace ConformalDecals.Text {
[DatabaseLoaderAttrib(new[] {"kspfont"})]
public class FontLoader : DatabaseLoader<GameDatabase.TextureInfo> {
public static List<TMP_FontAsset> fonts;
private const string FallbackName = "NotoSans-Regular SDF";
private static TMP_FontAsset _fallbackFont;
public override IEnumerator Load(UrlDir.UrlFile urlFile, FileInfo fileInfo) {
fonts ??= new List<TMP_FontAsset>();
if (_fallbackFont == null) {
_fallbackFont = Resources.FindObjectsOfTypeAll<TMP_FontAsset>().First(o => o.name == FallbackName);
if (_fallbackFont == null) Debug.LogError($"Could not find fallback font '{FallbackName}'");
}
Debug.Log($"[ConformalDecals] '{urlFile.fullPath}'");
var bundle = AssetBundle.LoadFromFile(urlFile.fullPath);
if (!bundle) {
@ -21,12 +25,11 @@ namespace ConformalDecals.Text {
else {
var loadedFonts = bundle.LoadAllAssets<TMP_FontAsset>();
foreach (var font in loadedFonts) {
Debug.Log($"[ConformalDecals] adding font {font.name}" );
fonts.Add(font);
Debug.Log($"ConformalDecals] isReadable: {font.atlas.isReadable}");
Debug.Log($"[ConformalDecals] adding font {font.name}");
font.fallbackFontAssets.Add(_fallbackFont);
}
}
yield break;
}
}

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