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using UnityEngine;
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using UnityEngine.TextCore;
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using System.Collections.Generic;
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using System.Linq;
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namespace TMPro
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{
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[ExcludeFromPresetAttribute]
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public class TMP_SpriteAsset : TMP_Asset
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{
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internal Dictionary<int, int> m_NameLookup;
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internal Dictionary<uint, int> m_GlyphIndexLookup;
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/// <summary>
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/// The version of the sprite asset class.
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/// Version 1.1.0 updates the asset data structure to be compatible with new font asset structure.
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/// </summary>
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public string version
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{
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get { return m_Version; }
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internal set { m_Version = value; }
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}
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[SerializeField]
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private string m_Version;
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/// <summary>
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/// Information about the sprite asset's face.
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/// </summary>
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public FaceInfo faceInfo
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{
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get { return m_FaceInfo; }
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internal set { m_FaceInfo = value; }
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}
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[SerializeField]
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internal FaceInfo m_FaceInfo;
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// The texture which contains the sprites.
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public Texture spriteSheet;
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/// <summary>
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///
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/// </summary>
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public List<TMP_SpriteCharacter> spriteCharacterTable
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{
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get
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{
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if (m_GlyphIndexLookup == null)
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UpdateLookupTables();
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return m_SpriteCharacterTable;
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}
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internal set { m_SpriteCharacterTable = value; }
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}
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[SerializeField]
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private List<TMP_SpriteCharacter> m_SpriteCharacterTable = new List<TMP_SpriteCharacter>();
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/// <summary>
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/// Dictionary used to lookup sprite characters by their unicode value.
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/// </summary>
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public Dictionary<uint, TMP_SpriteCharacter> spriteCharacterLookupTable
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{
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get
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{
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if (m_SpriteCharacterLookup == null)
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UpdateLookupTables();
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return m_SpriteCharacterLookup;
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}
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internal set { m_SpriteCharacterLookup = value; }
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}
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internal Dictionary<uint, TMP_SpriteCharacter> m_SpriteCharacterLookup;
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public List<TMP_SpriteGlyph> spriteGlyphTable
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{
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get { return m_SpriteGlyphTable; }
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internal set { m_SpriteGlyphTable = value; }
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}
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[SerializeField]
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private List<TMP_SpriteGlyph> m_SpriteGlyphTable = new List<TMP_SpriteGlyph>();
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internal Dictionary<uint, TMP_SpriteGlyph> m_SpriteGlyphLookup;
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// List which contains the SpriteInfo for the sprites contained in the sprite sheet.
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public List<TMP_Sprite> spriteInfoList;
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/// <summary>
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/// List which contains the Fallback font assets for this font.
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/// </summary>
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[SerializeField]
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public List<TMP_SpriteAsset> fallbackSpriteAssets;
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internal bool m_IsSpriteAssetLookupTablesDirty = false;
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void Awake()
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{
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// Check version number of sprite asset to see if it needs to be upgraded.
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if (this.material != null && string.IsNullOrEmpty(m_Version))
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UpgradeSpriteAsset();
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}
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/// <summary>
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/// Create a material for the sprite asset.
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/// </summary>
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/// <returns></returns>
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Material GetDefaultSpriteMaterial()
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{
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//isEditingAsset = true;
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ShaderUtilities.GetShaderPropertyIDs();
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// Add a new material
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Shader shader = Shader.Find("TextMeshPro/Sprite");
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Material tempMaterial = new Material(shader);
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tempMaterial.SetTexture(ShaderUtilities.ID_MainTex, spriteSheet);
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tempMaterial.hideFlags = HideFlags.HideInHierarchy;
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#if UNITY_EDITOR
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UnityEditor.AssetDatabase.AddObjectToAsset(tempMaterial, this);
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UnityEditor.AssetDatabase.ImportAsset(UnityEditor.AssetDatabase.GetAssetPath(this));
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#endif
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//isEditingAsset = false;
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return tempMaterial;
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}
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/// <summary>
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/// Function to update the sprite name and unicode lookup tables.
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/// This function should be called when a sprite's name or unicode value changes or when a new sprite is added.
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/// </summary>
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public void UpdateLookupTables()
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{
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//Debug.Log("Updating [" + this.name + "] Lookup tables.");
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// Check version number of sprite asset to see if it needs to be upgraded.
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if (this.material != null && string.IsNullOrEmpty(m_Version))
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UpgradeSpriteAsset();
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// Initialize / Clear glyph index lookup dictionary.
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if (m_GlyphIndexLookup == null)
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m_GlyphIndexLookup = new Dictionary<uint, int>();
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else
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m_GlyphIndexLookup.Clear();
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//
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if (m_SpriteGlyphLookup == null)
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m_SpriteGlyphLookup = new Dictionary<uint, TMP_SpriteGlyph>();
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else
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m_SpriteGlyphLookup.Clear();
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// Initialize SpriteGlyphLookup
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for (int i = 0; i < m_SpriteGlyphTable.Count; i++)
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{
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TMP_SpriteGlyph spriteGlyph = m_SpriteGlyphTable[i];
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uint glyphIndex = spriteGlyph.index;
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if (m_GlyphIndexLookup.ContainsKey(glyphIndex) == false)
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m_GlyphIndexLookup.Add(glyphIndex, i);
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if (m_SpriteGlyphLookup.ContainsKey(glyphIndex) == false)
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m_SpriteGlyphLookup.Add(glyphIndex, spriteGlyph);
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}
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// Initialize name lookup
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if (m_NameLookup == null)
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m_NameLookup = new Dictionary<int, int>();
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else
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m_NameLookup.Clear();
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// Initialize character lookup
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if (m_SpriteCharacterLookup == null)
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m_SpriteCharacterLookup = new Dictionary<uint, TMP_SpriteCharacter>();
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else
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m_SpriteCharacterLookup.Clear();
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// Populate Sprite Character lookup tables
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for (int i = 0; i < m_SpriteCharacterTable.Count; i++)
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{
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TMP_SpriteCharacter spriteCharacter = m_SpriteCharacterTable[i];
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// Make sure sprite character is valid
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if (spriteCharacter == null)
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continue;
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uint glyphIndex = spriteCharacter.glyphIndex;
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// Lookup the glyph for this character
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if (m_SpriteGlyphLookup.ContainsKey(glyphIndex) == false)
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continue;
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// Assign glyph and text asset to this character
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spriteCharacter.glyph = m_SpriteGlyphLookup[glyphIndex];
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spriteCharacter.textAsset = this;
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int nameHashCode = m_SpriteCharacterTable[i].hashCode;
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if (m_NameLookup.ContainsKey(nameHashCode) == false)
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m_NameLookup.Add(nameHashCode, i);
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uint unicode = m_SpriteCharacterTable[i].unicode;
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if (unicode != 0xFFFE && m_SpriteCharacterLookup.ContainsKey(unicode) == false)
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m_SpriteCharacterLookup.Add(unicode, spriteCharacter);
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}
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m_IsSpriteAssetLookupTablesDirty = false;
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}
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/// <summary>
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/// Function which returns the sprite index using the hashcode of the name
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/// </summary>
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/// <param name="hashCode"></param>
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/// <returns></returns>
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public int GetSpriteIndexFromHashcode(int hashCode)
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{
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if (m_NameLookup == null)
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UpdateLookupTables();
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int index;
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if (m_NameLookup.TryGetValue(hashCode, out index))
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return index;
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return -1;
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}
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/// <summary>
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/// Returns the index of the sprite for the given unicode value.
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/// </summary>
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/// <param name="unicode"></param>
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/// <returns></returns>
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public int GetSpriteIndexFromUnicode (uint unicode)
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{
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if (m_SpriteCharacterLookup == null)
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UpdateLookupTables();
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TMP_SpriteCharacter spriteCharacter;
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if (m_SpriteCharacterLookup.TryGetValue(unicode, out spriteCharacter))
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return (int)spriteCharacter.glyphIndex;
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return -1;
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}
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/// <summary>
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/// Returns the index of the sprite for the given name.
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public int GetSpriteIndexFromName (string name)
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{
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if (m_NameLookup == null)
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UpdateLookupTables();
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int hashCode = TMP_TextUtilities.GetSimpleHashCode(name);
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return GetSpriteIndexFromHashcode(hashCode);
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}
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/// <summary>
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/// Used to keep track of which Sprite Assets have been searched.
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/// </summary>
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private static HashSet<int> k_searchedSpriteAssets;
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/// <summary>
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/// Search through the given sprite asset and its fallbacks for the specified sprite matching the given unicode character.
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/// </summary>
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/// <param name="spriteAsset">The font asset to search for the given character.</param>
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/// <param name="unicode">The character to find.</param>
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/// <param name="glyph">out parameter containing the glyph for the specified character (if found).</param>
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/// <returns></returns>
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public static TMP_SpriteAsset SearchForSpriteByUnicode(TMP_SpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
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{
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// Check to make sure sprite asset is not null
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if (spriteAsset == null) { spriteIndex = -1; return null; }
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// Get sprite index for the given unicode
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spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
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if (spriteIndex != -1)
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return spriteAsset;
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// Initialize list to track instance of Sprite Assets that have already been searched.
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if (k_searchedSpriteAssets == null)
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k_searchedSpriteAssets = new HashSet<int>();
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else
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k_searchedSpriteAssets.Clear();
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// Get instance ID of sprite asset and add to list.
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int id = spriteAsset.GetInstanceID();
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k_searchedSpriteAssets.Add(id);
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// Search potential fallback sprite assets if includeFallbacks is true.
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if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, true, out spriteIndex);
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// Search default sprite asset potentially assigned in the TMP Settings.
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if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
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return SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, unicode, true, out spriteIndex);
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search through the given list of sprite assets and fallbacks for a sprite whose unicode value matches the target unicode.
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/// </summary>
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/// <param name="spriteAssets"></param>
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/// <param name="unicode"></param>
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/// <param name="includeFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(List<TMP_SpriteAsset> spriteAssets, uint unicode, bool includeFallbacks, out int spriteIndex)
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{
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for (int i = 0; i < spriteAssets.Count; i++)
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{
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TMP_SpriteAsset temp = spriteAssets[i];
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if (temp == null) continue;
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int id = temp.GetInstanceID();
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// Skip sprite asset if it has already been searched.
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if (k_searchedSpriteAssets.Add(id) == false)
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continue;
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temp = SearchForSpriteByUnicodeInternal(temp, unicode, includeFallbacks, out spriteIndex);
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if (temp != null)
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return temp;
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}
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search the given sprite asset and fallbacks for a sprite whose unicode value matches the target unicode.
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/// </summary>
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/// <param name="spriteAsset"></param>
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/// <param name="unicode"></param>
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/// <param name="includeFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByUnicodeInternal(TMP_SpriteAsset spriteAsset, uint unicode, bool includeFallbacks, out int spriteIndex)
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{
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// Get sprite index for the given unicode
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spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(unicode);
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if (spriteIndex != -1)
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return spriteAsset;
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if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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return SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, unicode, true, out spriteIndex);
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
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/// </summary>
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/// <param name="spriteAsset">The Sprite Asset to search for the given sprite whose name matches the hashcode value</param>
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/// <param name="hashCode">The hash code value matching the name of the sprite</param>
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/// <param name="includeFallbacks">Include fallback sprite assets in the search</param>
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/// <param name="spriteIndex">The index of the sprite matching the provided hash code</param>
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/// <returns>The Sprite Asset that contains the sprite</returns>
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public static TMP_SpriteAsset SearchForSpriteByHashCode(TMP_SpriteAsset spriteAsset, int hashCode, bool includeFallbacks, out int spriteIndex)
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{
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// Make sure sprite asset is not null
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if (spriteAsset == null) { spriteIndex = -1; return null; }
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spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
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if (spriteIndex != -1)
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return spriteAsset;
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// Initialize or clear list to Sprite Assets that have already been searched.
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if (k_searchedSpriteAssets == null)
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k_searchedSpriteAssets = new HashSet<int>();
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else
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k_searchedSpriteAssets.Clear();
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int id = spriteAsset.instanceID;
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// Add to list of font assets already searched.
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k_searchedSpriteAssets.Add(id);
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TMP_SpriteAsset tempSpriteAsset;
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// Search potential fallbacks assigned to local sprite asset.
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if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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{
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tempSpriteAsset = SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, true, out spriteIndex);
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if (spriteIndex != -1)
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return tempSpriteAsset;
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}
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// Search default sprite asset potentially assigned in the TMP Settings.
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if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
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{
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tempSpriteAsset = SearchForSpriteByHashCodeInternal(TMP_Settings.defaultSpriteAsset, hashCode, true, out spriteIndex);
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if (spriteIndex != -1)
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return tempSpriteAsset;
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}
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// Clear search list since we are now looking for the missing sprite character.
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k_searchedSpriteAssets.Clear();
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uint missingSpriteCharacterUnicode = TMP_Settings.missingCharacterSpriteUnicode;
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// Get sprite index for the given unicode
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spriteIndex = spriteAsset.GetSpriteIndexFromUnicode(missingSpriteCharacterUnicode);
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if (spriteIndex != -1)
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return spriteAsset;
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// Add current sprite asset to list of assets already searched.
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k_searchedSpriteAssets.Add(id);
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// Search for the missing sprite character in the local sprite asset and potential fallbacks.
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if (includeFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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{
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tempSpriteAsset = SearchForSpriteByUnicodeInternal(spriteAsset.fallbackSpriteAssets, missingSpriteCharacterUnicode, true, out spriteIndex);
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if (spriteIndex != -1)
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return tempSpriteAsset;
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}
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// Search for the missing sprite character in the default sprite asset and potential fallbacks.
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if (includeFallbacks && TMP_Settings.defaultSpriteAsset != null)
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{
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tempSpriteAsset = SearchForSpriteByUnicodeInternal(TMP_Settings.defaultSpriteAsset, missingSpriteCharacterUnicode, true, out spriteIndex);
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if (spriteIndex != -1)
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return tempSpriteAsset;
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}
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search through the given list of sprite assets and fallbacks for a sprite whose hash code value of its name matches the target hash code.
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/// </summary>
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/// <param name="spriteAssets"></param>
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/// <param name="hashCode"></param>
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/// <param name="searchFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(List<TMP_SpriteAsset> spriteAssets, int hashCode, bool searchFallbacks, out int spriteIndex)
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{
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// Search through the list of sprite assets
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for (int i = 0; i < spriteAssets.Count; i++)
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{
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TMP_SpriteAsset temp = spriteAssets[i];
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if (temp == null) continue;
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int id = temp.instanceID;
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// Skip sprite asset if it has already been searched.
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if (k_searchedSpriteAssets.Add(id) == false)
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continue;
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temp = SearchForSpriteByHashCodeInternal(temp, hashCode, searchFallbacks, out spriteIndex);
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if (temp != null)
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return temp;
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}
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Search through the given sprite asset and fallbacks for a sprite whose hash code value of its name matches the target hash code.
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/// </summary>
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/// <param name="spriteAsset"></param>
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/// <param name="hashCode"></param>
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/// <param name="searchFallbacks"></param>
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/// <param name="spriteIndex"></param>
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/// <returns></returns>
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private static TMP_SpriteAsset SearchForSpriteByHashCodeInternal(TMP_SpriteAsset spriteAsset, int hashCode, bool searchFallbacks, out int spriteIndex)
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{
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// Get the sprite for the given hash code.
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spriteIndex = spriteAsset.GetSpriteIndexFromHashcode(hashCode);
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if (spriteIndex != -1)
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return spriteAsset;
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if (searchFallbacks && spriteAsset.fallbackSpriteAssets != null && spriteAsset.fallbackSpriteAssets.Count > 0)
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return SearchForSpriteByHashCodeInternal(spriteAsset.fallbackSpriteAssets, hashCode, true, out spriteIndex);
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spriteIndex = -1;
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return null;
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}
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/// <summary>
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/// Sort the sprite glyph table by glyph index.
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/// </summary>
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public void SortGlyphTable()
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{
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if (m_SpriteGlyphTable == null || m_SpriteGlyphTable.Count == 0) return;
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m_SpriteGlyphTable = m_SpriteGlyphTable.OrderBy(item => item.index).ToList();
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}
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/// <summary>
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/// Sort the sprite character table by Unicode values.
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/// </summary>
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internal void SortCharacterTable()
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{
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if (m_SpriteCharacterTable != null && m_SpriteCharacterTable.Count > 0)
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m_SpriteCharacterTable = m_SpriteCharacterTable.OrderBy(c => c.unicode).ToList();
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}
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/// <summary>
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/// Sort both sprite glyph and character tables.
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/// </summary>
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internal void SortGlyphAndCharacterTables()
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{
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SortGlyphTable();
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SortCharacterTable();
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}
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/// <summary>
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/// Internal method used to upgrade sprite asset.
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/// </summary>
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private void UpgradeSpriteAsset()
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{
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m_Version = "1.1.0";
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Debug.Log("Upgrading sprite asset [" + this.name + "] to version " + m_Version + ".", this);
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// Convert legacy glyph and character tables to new format
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m_SpriteCharacterTable.Clear();
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m_SpriteGlyphTable.Clear();
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for (int i = 0; i < spriteInfoList.Count; i++)
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{
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TMP_Sprite oldSprite = spriteInfoList[i];
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TMP_SpriteGlyph spriteGlyph = new TMP_SpriteGlyph();
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spriteGlyph.index = (uint)i;
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spriteGlyph.sprite = oldSprite.sprite;
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spriteGlyph.metrics = new GlyphMetrics(oldSprite.width, oldSprite.height, oldSprite.xOffset, oldSprite.yOffset, oldSprite.xAdvance);
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spriteGlyph.glyphRect = new GlyphRect((int)oldSprite.x, (int)oldSprite.y, (int)oldSprite.width, (int)oldSprite.height);
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spriteGlyph.scale = 1.0f;
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spriteGlyph.atlasIndex = 0;
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m_SpriteGlyphTable.Add(spriteGlyph);
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TMP_SpriteCharacter spriteCharacter = new TMP_SpriteCharacter();
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spriteCharacter.glyph = spriteGlyph;
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spriteCharacter.unicode = oldSprite.unicode == 0x0 ? 0xFFFE : (uint)oldSprite.unicode;
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spriteCharacter.name = oldSprite.name;
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spriteCharacter.scale = oldSprite.scale;
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m_SpriteCharacterTable.Add(spriteCharacter);
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}
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// Clear legacy glyph info list.
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//spriteInfoList.Clear();
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UpdateLookupTables();
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#if UNITY_EDITOR
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UnityEditor.EditorUtility.SetDirty(this);
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UnityEditor.AssetDatabase.SaveAssets();
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#endif
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}
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}
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}
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