PO/Library/PackageCache/com.unity.textmeshpro@3.0.6/Scripts/Runtime/TMP_ResourcesManager.cs

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2022-01-12 10:06:03 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TMPro
{
/// <summary>
///
/// </summary>
public class TMP_ResourceManager
{
private static readonly TMP_ResourceManager s_instance = new TMP_ResourceManager();
static TMP_ResourceManager() { }
// ======================================================
// TEXT SETTINGS MANAGEMENT
// ======================================================
private static TMP_Settings s_TextSettings;
internal static TMP_Settings GetTextSettings()
{
if (s_TextSettings == null)
{
// Try loading the TMP Settings from a Resources folder in the user project.
s_TextSettings = Resources.Load<TMP_Settings>("TextSettings"); // ?? ScriptableObject.CreateInstance<TMP_Settings>();
#if UNITY_EDITOR
if (s_TextSettings == null)
{
// Open TMP Resources Importer to enable the user to import the TMP Essential Resources and option TMP Examples & Extras
TMP_PackageResourceImporterWindow.ShowPackageImporterWindow();
}
#endif
}
return s_TextSettings;
}
// ======================================================
// FONT ASSET MANAGEMENT - Fields, Properties and Functions
// ======================================================
private static readonly List<TMP_FontAsset> s_FontAssetReferences = new List<TMP_FontAsset>();
private static readonly Dictionary<int, TMP_FontAsset> s_FontAssetReferenceLookup = new Dictionary<int, TMP_FontAsset>();
/// <summary>
///
/// </summary>
/// <param name="fontAsset"></param>
public static void AddFontAsset(TMP_FontAsset fontAsset)
{
int hashcode = fontAsset.hashCode;
if (s_FontAssetReferenceLookup.ContainsKey(hashcode))
return;
s_FontAssetReferences.Add(fontAsset);
s_FontAssetReferenceLookup.Add(hashcode, fontAsset);
}
/// <summary>
///
/// </summary>
/// <param name="hashcode"></param>
/// <param name="fontAsset"></param>
/// <returns></returns>
public static bool TryGetFontAsset(int hashcode, out TMP_FontAsset fontAsset)
{
fontAsset = null;
return s_FontAssetReferenceLookup.TryGetValue(hashcode, out fontAsset);
}
internal static void RebuildFontAssetCache(int instanceID)
{
// Iterate over loaded font assets to update affected font assets
for (int i = 0; i < s_FontAssetReferences.Count; i++)
{
TMP_FontAsset fontAsset = s_FontAssetReferences[i];
if (fontAsset.FallbackSearchQueryLookup.Contains(instanceID))
fontAsset.ReadFontAssetDefinition();
}
}
}
}