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107 lines
3.1 KiB
C#

1 year ago
using System;
using UnityEngine;
namespace TMPro
{
/// <summary>
/// A basic element of text representing a pictograph, image, sprite or emoji.
/// </summary>
[Serializable]
public class TMP_SpriteCharacter : TMP_TextElement
{
/// <summary>
/// The name of the sprite element.
/// </summary>
public string name
{
get { return m_Name; }
set
{
if (value == m_Name)
return;
m_Name = value;
m_HashCode = TMP_TextParsingUtilities.GetHashCodeCaseSensitive(m_Name);
}
}
/// <summary>
/// The hashcode value which is computed from the name of the sprite element.
/// This value is read-only and updated when the name of the text sprite is changed.
/// </summary>
public int hashCode { get { return m_HashCode; } }
// =============================================
// Private backing fields for public properties.
// =============================================
[SerializeField]
private string m_Name;
[SerializeField]
private int m_HashCode;
// ********************
// CONSTRUCTORS
// ********************
/// <summary>
/// Default constructor.
/// </summary>
public TMP_SpriteCharacter()
{
m_ElementType = TextElementType.Sprite;
}
/// <summary>
/// Constructor for new sprite character.
/// </summary>
/// <param name="unicode">Unicode value of the sprite character.</param>
/// <param name="glyph">Glyph used by the sprite character.</param>
public TMP_SpriteCharacter(uint unicode, TMP_SpriteGlyph glyph)
{
m_ElementType = TextElementType.Sprite;
this.unicode = unicode;
this.glyphIndex = glyph.index;
this.glyph = glyph;
this.scale = 1.0f;
}
/// <summary>
/// Constructor for new sprite character.
/// </summary>
/// <param name="unicode">Unicode value of the sprite character.</param>
/// <param name="spriteAsset">Sprite Asset used by this sprite character.</param>
/// <param name="glyph">Glyph used by the sprite character.</param>
public TMP_SpriteCharacter(uint unicode, TMP_SpriteAsset spriteAsset, TMP_SpriteGlyph glyph)
{
m_ElementType = TextElementType.Sprite;
this.unicode = unicode;
this.textAsset = spriteAsset;
this.glyph = glyph;
this.glyphIndex = glyph.index;
this.scale = 1.0f;
}
/// <summary>
///
/// </summary>
/// <param name="unicode"></param>
/// <param name="glyphIndex"></param>
internal TMP_SpriteCharacter(uint unicode, uint glyphIndex)
{
m_ElementType = TextElementType.Sprite;
this.unicode = unicode;
this.textAsset = null;
this.glyph = null;
this.glyphIndex = glyphIndex;
this.scale = 1.0f;
}
}
}