70 lines
2.0 KiB
C#
70 lines
2.0 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.TextCore;
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namespace TMPro
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{
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public enum TextElementType : byte
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{
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Character = 0x1,
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Sprite = 0x2,
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}
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/// <summary>
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/// Base class for all text elements like Character and SpriteCharacter.
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/// </summary>
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[Serializable]
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public class TMP_TextElement
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{
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/// <summary>
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/// The type of text element which can be a character or sprite.
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/// </summary>
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public TextElementType elementType { get { return m_ElementType; } }
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/// <summary>
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/// The unicode value (code point) of the character.
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/// </summary>
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public uint unicode { get { return m_Unicode; } set { m_Unicode = value; } }
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/// <summary>
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/// The Text Asset to which this Text Element belongs.
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/// </summary>
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public TMP_Asset textAsset { get { return m_TextAsset; } set { m_TextAsset = value; } }
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/// <summary>
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/// The glyph used by this text element.
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/// </summary>
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public Glyph glyph { get { return m_Glyph; } set { m_Glyph = value; } }
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/// <summary>
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/// The index of the glyph used by this text element.
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/// </summary>
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public uint glyphIndex { get { return m_GlyphIndex; } set { m_GlyphIndex = value; } }
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/// <summary>
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/// The relative scale of the character.
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/// </summary>
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public float scale { get { return m_Scale; } set { m_Scale = value; } }
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// =============================================
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// Private backing fields for public properties.
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// =============================================
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[SerializeField]
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internal TextElementType m_ElementType;
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[SerializeField]
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internal uint m_Unicode;
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internal TMP_Asset m_TextAsset;
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internal Glyph m_Glyph;
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[SerializeField]
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internal uint m_GlyphIndex;
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[SerializeField]
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internal float m_Scale;
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}
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}
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