FiE-Game/Assets/TextMesh Pro/Scripts/Runtime/TMP_SpriteAsset.cs
2023-07-26 17:55:11 +05:00

290 lines
9.3 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace TMPro
{
public class TMP_SpriteAsset : TMP_Asset
{
private Dictionary<int, int> m_UnicodeLookup;
private Dictionary<int, int> m_NameLookup;
/// <summary>
/// Static reference to the default font asset included with TextMesh Pro.
/// </summary>
public static TMP_SpriteAsset defaultSpriteAsset
{
get
{
if (m_defaultSpriteAsset == null)
{
m_defaultSpriteAsset = Resources.Load<TMP_SpriteAsset>("Sprite Assets/Default Sprite Asset");
}
return m_defaultSpriteAsset;
}
}
public static TMP_SpriteAsset m_defaultSpriteAsset;
// The texture which contains the sprites.
public Texture spriteSheet;
// List which contains the SpriteInfo for the sprites contained in the sprite sheet.
public List<TMP_Sprite> spriteInfoList;
/// <summary>
/// Dictionary used to lookup the index of a given sprite based on a Unicode value.
/// </summary>
//private Dictionary<int, int> m_SpriteUnicodeLookup;
/// <summary>
/// List which contains the Fallback font assets for this font.
/// </summary>
[SerializeField]
public List<TMP_SpriteAsset> fallbackSpriteAssets;
//private bool isEditingAsset;
void OnEnable()
{
// Make sure we have a valid material.
//if (this.material == null && !isEditingAsset)
// this.material = GetDefaultSpriteMaterial();
}
#if UNITY_EDITOR
/// <summary>
///
/// </summary>
void OnValidate()
{
TMPro_EventManager.ON_SPRITE_ASSET_PROPERTY_CHANGED(true, this);
}
#endif
/// <summary>
/// Create a material for the sprite asset.
/// </summary>
/// <returns></returns>
Material GetDefaultSpriteMaterial()
{
//isEditingAsset = true;
ShaderUtilities.GetShaderPropertyIDs();
// Add a new material
Shader shader = Shader.Find("TextMeshPro/Sprite");
Material tempMaterial = new Material(shader);
tempMaterial.SetTexture(ShaderUtilities.ID_MainTex, spriteSheet);
tempMaterial.hideFlags = HideFlags.HideInHierarchy;
#if UNITY_EDITOR
UnityEditor.AssetDatabase.AddObjectToAsset(tempMaterial, this);
UnityEditor.AssetDatabase.ImportAsset(UnityEditor.AssetDatabase.GetAssetPath(this));
#endif
//isEditingAsset = false;
return tempMaterial;
}
/// <summary>
/// Function to update the sprite name and unicode lookup tables.
/// </summary>
public void UpdateLookupTables()
{
if (m_NameLookup == null) m_NameLookup = new Dictionary<int, int>();
if (m_UnicodeLookup == null) m_UnicodeLookup = new Dictionary<int, int>();
for (int i = 0; i < spriteInfoList.Count; i++)
{
int nameHashCode = spriteInfoList[i].hashCode;
if (m_NameLookup.ContainsKey(nameHashCode) == false)
m_NameLookup.Add(nameHashCode, i);
int unicode = spriteInfoList[i].unicode;
if (m_UnicodeLookup.ContainsKey(unicode) == false)
m_UnicodeLookup.Add(unicode, i);
}
}
/// <summary>
/// Function which returns the sprite index using the hashcode of the name
/// </summary>
/// <param name="hashCode"></param>
/// <returns></returns>
public int GetSpriteIndexFromHashcode(int hashCode)
{
if (m_NameLookup == null)
UpdateLookupTables();
int index = 0;
if (m_NameLookup.TryGetValue(hashCode, out index))
return index;
return -1;
}
/// <summary>
/// Returns the index of the sprite for the given unicode value.
/// </summary>
/// <param name="unicode"></param>
/// <returns></returns>
public int GetSpriteIndexFromUnicode (int unicode)
{
if (m_UnicodeLookup == null)
UpdateLookupTables();
int index = 0;
if (m_UnicodeLookup.TryGetValue(unicode, out index))
return index;
return -1;
}
/// <summary>
/// Returns the index of the sprite for the given name.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public int GetSpriteIndexFromName (string name)
{
if (m_NameLookup == null)
UpdateLookupTables();
int hashCode = TMP_TextUtilities.GetSimpleHashCode(name);
return GetSpriteIndexFromHashcode(hashCode);
}
/// <summary>
/// Search through the given sprite asset and its fallbacks for the specified sprite matching the given unicode character.
/// </summary>
/// <param name="spriteAsset">The font asset to search for the given character.</param>
/// <param name="unicode">The character to find.</param>
/// <param name="glyph">out parameter containing the glyph for the specified character (if found).</param>
/// <returns></returns>
public static TMP_SpriteAsset SearchFallbackForSprite(TMP_SpriteAsset spriteAsset, int unicode, out int spriteIndex)
{
spriteIndex = -1;
if (spriteAsset == null) return null;
spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
if (spriteIndex != -1)
return spriteAsset;
else if (spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
{
for (int i = 0; i < spriteAsset.fallbackSpriteAssets.Count && spriteIndex == -1; i++)
{
TMP_SpriteAsset temp = SearchFallbackForSprite(spriteAsset.fallbackSpriteAssets[i], unicode, out spriteIndex);
if (temp != null)
return temp;
}
}
return null;
}
/// <summary>
/// Search through the given list of sprite assets and their possible fallbacks for the specified sprite matching the given unicode character.
/// </summary>
/// <param name="spriteAssets"></param>
/// <param name="unicode"></param>
/// <param name="spriteIndex"></param>
/// <returns></returns>
public static TMP_SpriteAsset SearchFallbackForSprite(List<TMP_SpriteAsset> spriteAssets, int unicode, out int spriteIndex)
{
spriteIndex = -1;
if (spriteAssets != null && spriteAssets.Count > 0)
{
for (int i = 0; i < spriteAssets.Count; i++)
{
TMP_SpriteAsset spriteAsset = SearchFallbackForSprite(spriteAssets[i], unicode, out spriteIndex);
if (spriteAsset != null)
return spriteAsset;
}
}
return null;
}
/*
#if UNITY_EDITOR
/// <summary>
///
/// </summary>
public void LoadSprites()
{
if (m_sprites != null && m_sprites.Count > 0)
return;
Debug.Log("Loading Sprite List");
string filePath = UnityEditor.AssetDatabase.GetAssetPath(spriteSheet);
Object[] objects = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(filePath);
m_sprites = new List<Sprite>();
foreach (Object obj in objects)
{
if (obj.GetType() == typeof(Sprite))
{
Sprite sprite = obj as Sprite;
Debug.Log("Sprite # " + m_sprites.Count + " Rect: " + sprite.rect);
m_sprites.Add(sprite);
}
}
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public List<Sprite> GetSprites()
{
if (m_sprites != null && m_sprites.Count > 0)
return m_sprites;
//Debug.Log("Loading Sprite List");
string filePath = UnityEditor.AssetDatabase.GetAssetPath(spriteSheet);
Object[] objects = UnityEditor.AssetDatabase.LoadAllAssetsAtPath(filePath);
m_sprites = new List<Sprite>();
foreach (Object obj in objects)
{
if (obj.GetType() == typeof(Sprite))
{
Sprite sprite = obj as Sprite;
//Debug.Log("Sprite # " + m_sprites.Count + " Rect: " + sprite.rect);
m_sprites.Add(sprite);
}
}
return m_sprites;
}
#endif
*/
}
}