C# 클래스 SpriteText, marblemadness

상속: MonoBehaviour
파일 보기 프로젝트 열기: MtvnGames/marblemadness 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
alignment Alignment_Type
anchor Anchor_Pos
characterSize float
characterSpacing float
color Color
dynamicLength bool
font UnityEngine.TextAsset
hideAtStart bool
ignoreClipping bool
lineSpacing float
maskingCharacter string
maxWidth float
multiline bool
offsetZ float
parseColorTags bool
password bool
persistent bool
pixelPerfect bool
removeUnsupportedCharacters bool
renderCamera Camera
tabSize int
text string

보호된 프로퍼티들

프로퍼티 타입 설명
UVs Vector2[]
capacity int
clipped bool
clippingRect Rect3D
colDel string[]
colors Color[]
commaDelimiter char[]
displayString string
faces int[]
lineSpaceSize float
localClipRect Rect
m_awake bool
m_hidden bool
m_started bool
mesh Mesh
meshColors Color[]
meshFilter UnityEngine.MeshFilter
meshRenderer UnityEngine.MeshRenderer
meshString string
mirror SpriteTextMirror,
newLineDelimiter char[]
newLineInserts List
oldMesh Mesh
plainText string
screenPlacer EZScreenPlacement,
screenSize Vector2
spriteFont SpriteFont,
stringContentChanged bool
tabSpaces string
texture Texture
topLeft Vector3
totalWidth float
unclippedTL Vector3
updateClipping bool
updateColors bool
vertices Vector3[]
worldUnitsPerScreenPixel float
worldUnitsPerTexel float
worldUnitsPerUV Vector2

공개 메소드들

메소드 설명
CalcSize ( ) : void
Copy ( SpriteText, s ) : void

Duplicates the settings of another SpriteText object.

Delete ( ) : void

Call Delete() before destroying this component or the GameObject to which it is attached. Memory leaks can ensue otherwise.

DisplayIndexToPlainIndex ( int dispCharIndex ) : int

Converts a character index in the display text string to a corresponding index in the plain text string.

DoMirror ( ) : void
GetCenterPoint ( ) : Vector3

Gets the center point of the text's extents in local space.

GetDisplayLineCount ( ) : int

Returns the number of lines actually being displayed, as opposed to the number of lines in the string assigned to the object. In other words, if word-wrapping is being used, the number of actual lines displayed may be more than the number of lines in the actual string.

GetDisplayLineCount ( int charIndex, int &charLine, int &lineStart, int &lineEnd ) : int

Returns the number of lines actually being displayed, as opposed to the number of lines in the string assigned to the object. In other words, if word-wrapping is being used, the number of actual lines displayed may be more than the number of lines in the actual string. It also stores the line number of the character at the specified index in the string.

GetInsertionPointPos ( int charIndex ) : Vector3

Returns the position, in world space, of the insertion point relative to a specified character (specified by index). The position returned is at the left edge of, and the baseline of, the specified character.

GetNearestInsertionPoint ( Vector3 point ) : int

Returns both the world-space position of the insertion point most nearly matching the specified point, as well as the index of the character to the left of which the insertion point corresponds.

GetNearestInsertionPointPos ( Vector3 point, int &insertionPt ) : Vector3

Returns both the world-space position of the insertion point most nearly matching the specified point, as well as the index of the character to the left of which the insertion point corresponds.

GetScreenWidth ( string s ) : float

Returns the width, in screen pixels, of the specified string were it to be rendered using the current font and settings. NOTE: Assumes the string is a single line.

GetVertices ( ) : Vector3[]

Returns a reference to the text's vertices.

GetWidth ( string s ) : float

Returns the width, in world units, of the specified string were it to be rendered using the current font and settings. NOTE: Assumes the string is a single line.

Hide ( bool tf ) : void

Hides or displays the text by disabling/enabling the mesh renderer component.

IsHidden ( ) : bool

Returns whether the text is currently set to be hidden (whether its mesh renderer component is enabled).

OnDestroy ( ) : void
OnDrawGizmos ( ) : void
OnDrawGizmosSelected ( ) : void
OnEnable ( ) : void
PixelCoordToUVCoord ( Vector2 xy ) : Vector2

Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!

PixelCoordToUVCoord ( int x, int y ) : Vector2

Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!

PixelSpaceToUVSpace ( Vector2 xy ) : Vector2

Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!

PixelSpaceToUVSpace ( int x, int y ) : Vector2

Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!

PlainIndexToDisplayIndex ( int plainCharIndex ) : int

Converts a character index in the plain text string to a corresponding index in the display string.

SetAlignment ( Alignment_Type a ) : void

Sets the alignment of the text (left, right, center).

SetAnchor ( Anchor_Pos a ) : void

Sets the anchor type to use. See Anchor_Pos

SetCamera ( ) : void

A no-argument version of SetCamera() that simply re-assigns the same camera to the object, forcing it to recalculate all camera-dependent calculations.

SetCamera ( Camera c ) : void

Sets the camera to use when calculating a pixel-perfect character size.

SetCharacterSize ( float size ) : void

Sets the size (height) of the text such that a capital character that extends from the baseline to the absolute top of the line will be the specified height in world units. All other characters will be sized proportionately. If called while set to pixel perfect, pixel-perfect will be automatically disabled.

SetColor ( Color c ) : void

Sets the text's color to the specified color. NOTE: Will not override color tags in the text itself.

SetFont ( SpriteFont, newFont, Material fontMaterial ) : void

Changes the font to be used for this text object.

SetFont ( TextAsset newFont, Material fontMaterial ) : void

Changes the font to be used for this text object.

SetLineSpacing ( float spacing ) : void

Sets the spacing between lines as a percentage of the character size. i.e. a value of 1.1 means 10% of the height of a full-height character will be placed between lines.

SetPixelToUV ( Texture tex ) : void
SetPixelToUV ( int texWidth, int texHeight ) : void
Start ( ) : void
Unclip ( ) : void

Removes any clipping that is being applied to the text object.

Update ( ) : void
UpdateCamera ( ) : void

Updates any camera-dependent settings, such as the calculated pixel-perfect size. Use this with BroadcastMessage() to do bulk re-calculation of object sizes whenever your screensize/resolution changes at runtime.

UpdateMesh ( ) : void

보호된 메소드들

메소드 설명
Awake ( ) : void
BuildCharacter ( int vertNum, int charNum, Vector3 upperLeft, SpriteChar &ch ) : void
ClearMesh ( ) : void
CreateMesh ( ) : void
DoSingleLineTruncation ( ) : void
EnlargeMesh ( ) : void
GetLineBaseline ( int numLines, int lineNum ) : float
GetStartPos_SingleLine ( float baseHeight, float width ) : Vector3
Init ( ) : void
LayoutText ( ) : void
Layout_Line ( Vector3 startPos, string txt, int charIdx ) : void
Layout_Multiline ( string lines ) : void
Layout_Single_Line ( ) : void
OnDisable ( ) : void
ParseColor ( string str ) : Color
ParseHexColor ( string str ) : Color
ProcessString ( string str ) : void
ZeroQuad ( int i ) : void

메소드 상세

Awake() 보호된 메소드

protected Awake ( ) : void
리턴 void

BuildCharacter() 보호된 메소드

protected BuildCharacter ( int vertNum, int charNum, Vector3 upperLeft, SpriteChar &ch ) : void
vertNum int
charNum int
upperLeft Vector3
ch SpriteChar
리턴 void

CalcSize() 공개 메소드

public CalcSize ( ) : void
리턴 void

ClearMesh() 보호된 메소드

protected ClearMesh ( ) : void
리턴 void

Copy() 공개 메소드

Duplicates the settings of another SpriteText object.
public Copy ( SpriteText, s ) : void
s SpriteText, The SpriteText object to be copied.
리턴 void

CreateMesh() 보호된 메소드

protected CreateMesh ( ) : void
리턴 void

Delete() 공개 메소드

Call Delete() before destroying this component or the GameObject to which it is attached. Memory leaks can ensue otherwise.
public Delete ( ) : void
리턴 void

DisplayIndexToPlainIndex() 공개 메소드

Converts a character index in the display text string to a corresponding index in the plain text string.
public DisplayIndexToPlainIndex ( int dispCharIndex ) : int
dispCharIndex int
리턴 int

DoMirror() 공개 메소드

public DoMirror ( ) : void
리턴 void

DoSingleLineTruncation() 보호된 메소드

protected DoSingleLineTruncation ( ) : void
리턴 void

EnlargeMesh() 보호된 메소드

protected EnlargeMesh ( ) : void
리턴 void

GetCenterPoint() 공개 메소드

Gets the center point of the text's extents in local space.
public GetCenterPoint ( ) : Vector3
리턴 Vector3

GetDisplayLineCount() 공개 메소드

Returns the number of lines actually being displayed, as opposed to the number of lines in the string assigned to the object. In other words, if word-wrapping is being used, the number of actual lines displayed may be more than the number of lines in the actual string.
public GetDisplayLineCount ( ) : int
리턴 int

GetDisplayLineCount() 공개 메소드

Returns the number of lines actually being displayed, as opposed to the number of lines in the string assigned to the object. In other words, if word-wrapping is being used, the number of actual lines displayed may be more than the number of lines in the actual string. It also stores the line number of the character at the specified index in the string.
public GetDisplayLineCount ( int charIndex, int &charLine, int &lineStart, int &lineEnd ) : int
charIndex int The index of the character sought.
charLine int OUT: The 1-based line number on which the character /// at charIndex sits.
lineStart int OUT: The index of the first character on the same line as the character at the specified index.
lineEnd int OUT: The index of the last character on the same line as the character at the specified index (excludes ending newline character).
리턴 int

GetInsertionPointPos() 공개 메소드

Returns the position, in world space, of the insertion point relative to a specified character (specified by index). The position returned is at the left edge of, and the baseline of, the specified character.
public GetInsertionPointPos ( int charIndex ) : Vector3
charIndex int The 0-based index of the character to the right of /// where you want an insertion point. 0 indicates the very beginning, /// and an index equal to the string's length indicates an insertion point /// at the very end of the string.
리턴 Vector3

GetLineBaseline() 보호된 메소드

protected GetLineBaseline ( int numLines, int lineNum ) : float
numLines int
lineNum int
리턴 float

GetNearestInsertionPoint() 공개 메소드

Returns both the world-space position of the insertion point most nearly matching the specified point, as well as the index of the character to the left of which the insertion point corresponds.
public GetNearestInsertionPoint ( Vector3 point ) : int
point Vector3 A point, in world space, from which you want to find /// the nearest insertion point.
리턴 int

GetNearestInsertionPointPos() 공개 메소드

Returns both the world-space position of the insertion point most nearly matching the specified point, as well as the index of the character to the left of which the insertion point corresponds.
public GetNearestInsertionPointPos ( Vector3 point, int &insertionPt ) : Vector3
point Vector3 A point, in world space, from which you want to find /// the nearest insertion point.
insertionPt int OUT: Will hold the index of the character to /// the left of which the insertion point will be. If the insertion point is /// at the end of the string, this value will be one greater than the index /// of the last character.
리턴 Vector3

GetScreenWidth() 공개 메소드

Returns the width, in screen pixels, of the specified string were it to be rendered using the current font and settings. NOTE: Assumes the string is a single line.
public GetScreenWidth ( string s ) : float
s string The string to measure.
리턴 float

GetStartPos_SingleLine() 보호된 메소드

protected GetStartPos_SingleLine ( float baseHeight, float width ) : Vector3
baseHeight float
width float
리턴 Vector3

GetVertices() 공개 메소드

Returns a reference to the text's vertices.
public GetVertices ( ) : Vector3[]
리턴 Vector3[]

GetWidth() 공개 메소드

Returns the width, in world units, of the specified string were it to be rendered using the current font and settings. NOTE: Assumes the string is a single line.
public GetWidth ( string s ) : float
s string The string to measure.
리턴 float

Hide() 공개 메소드

Hides or displays the text by disabling/enabling the mesh renderer component.
public Hide ( bool tf ) : void
tf bool When true, the text is hidden, when false, the text will be displayed.
리턴 void

Init() 보호된 메소드

protected Init ( ) : void
리턴 void

IsHidden() 공개 메소드

Returns whether the text is currently set to be hidden (whether its mesh renderer component is enabled).
public IsHidden ( ) : bool
리턴 bool

LayoutText() 보호된 메소드

protected LayoutText ( ) : void
리턴 void

Layout_Line() 보호된 메소드

protected Layout_Line ( Vector3 startPos, string txt, int charIdx ) : void
startPos Vector3
txt string
charIdx int
리턴 void

Layout_Multiline() 보호된 메소드

protected Layout_Multiline ( string lines ) : void
lines string
리턴 void

Layout_Single_Line() 보호된 메소드

protected Layout_Single_Line ( ) : void
리턴 void

OnDestroy() 공개 메소드

public OnDestroy ( ) : void
리턴 void

OnDisable() 보호된 메소드

protected OnDisable ( ) : void
리턴 void

OnDrawGizmos() 공개 메소드

public OnDrawGizmos ( ) : void
리턴 void

OnDrawGizmosSelected() 공개 메소드

public OnDrawGizmosSelected ( ) : void
리턴 void

OnEnable() 공개 메소드

public OnEnable ( ) : void
리턴 void

ParseColor() 보호된 메소드

protected ParseColor ( string str ) : Color
str string
리턴 Color

ParseHexColor() 보호된 메소드

protected ParseHexColor ( string str ) : Color
str string
리턴 Color

PixelCoordToUVCoord() 공개 메소드

Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!
public PixelCoordToUVCoord ( Vector2 xy ) : Vector2
xy Vector2 The coordinates to convert.
리턴 Vector2

PixelCoordToUVCoord() 공개 메소드

Converts pixel coordinates to UV coordinates according to the currently assigned material. NOTE: This is for converting coordinates and will reverse the Y component accordingly. For converting widths and heights, use PixelSpaceToUVSpace()!
public PixelCoordToUVCoord ( int x, int y ) : Vector2
x int The x-coordinate to convert.
y int The y-coordinate to convert.
리턴 Vector2

PixelSpaceToUVSpace() 공개 메소드

Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!
public PixelSpaceToUVSpace ( Vector2 xy ) : Vector2
xy Vector2 The values to convert.
리턴 Vector2

PixelSpaceToUVSpace() 공개 메소드

Converts pixel-space values to UV-space scalar values according to the currently assigned material. NOTE: This is for converting widths and heights-not coordinates (which have reversed Y-coordinates). For coordinates, use PixelCoordToUVCoord()!
public PixelSpaceToUVSpace ( int x, int y ) : Vector2
x int The X-value to convert.
y int The Y-value to convert.
리턴 Vector2

PlainIndexToDisplayIndex() 공개 메소드

Converts a character index in the plain text string to a corresponding index in the display string.
public PlainIndexToDisplayIndex ( int plainCharIndex ) : int
plainCharIndex int The index in the plain string to be converted.
리턴 int

ProcessString() 보호된 메소드

protected ProcessString ( string str ) : void
str string
리턴 void

SetAlignment() 공개 메소드

Sets the alignment of the text (left, right, center).
public SetAlignment ( Alignment_Type a ) : void
a Alignment_Type The alignment to use.
리턴 void

SetAnchor() 공개 메소드

Sets the anchor type to use. See Anchor_Pos
public SetAnchor ( Anchor_Pos a ) : void
a Anchor_Pos The anchor method to use.
리턴 void

SetCamera() 공개 메소드

A no-argument version of SetCamera() that simply re-assigns the same camera to the object, forcing it to recalculate all camera-dependent calculations.
public SetCamera ( ) : void
리턴 void

SetCamera() 공개 메소드

Sets the camera to use when calculating a pixel-perfect character size.
public SetCamera ( Camera c ) : void
c Camera
리턴 void

SetCharacterSize() 공개 메소드

Sets the size (height) of the text such that a capital character that extends from the baseline to the absolute top of the line will be the specified height in world units. All other characters will be sized proportionately. If called while set to pixel perfect, pixel-perfect will be automatically disabled.
public SetCharacterSize ( float size ) : void
size float The size of a full-height character, in world units.
리턴 void

SetColor() 공개 메소드

Sets the text's color to the specified color. NOTE: Will not override color tags in the text itself.
public SetColor ( Color c ) : void
c Color Color to shade the text.
리턴 void

SetFont() 공개 메소드

Changes the font to be used for this text object.
public SetFont ( SpriteFont, newFont, Material fontMaterial ) : void
newFont SpriteFont, Reference to the SpriteFont to be used for this text object.
fontMaterial Material The material to use for the new font.
리턴 void

SetFont() 공개 메소드

Changes the font to be used for this text object.
public SetFont ( TextAsset newFont, Material fontMaterial ) : void
newFont UnityEngine.TextAsset The TextAsset that defines the font to be used.
fontMaterial Material The material to use for the new font.
리턴 void

SetLineSpacing() 공개 메소드

Sets the spacing between lines as a percentage of the character size. i.e. a value of 1.1 means 10% of the height of a full-height character will be placed between lines.
public SetLineSpacing ( float spacing ) : void
spacing float Percentage of the line height to place between lines.
리턴 void

SetPixelToUV() 공개 메소드

public SetPixelToUV ( Texture tex ) : void
tex Texture
리턴 void

SetPixelToUV() 공개 메소드

public SetPixelToUV ( int texWidth, int texHeight ) : void
texWidth int
texHeight int
리턴 void

Start() 공개 메소드

public Start ( ) : void
리턴 void

Unclip() 공개 메소드

Removes any clipping that is being applied to the text object.
public Unclip ( ) : void
리턴 void

Update() 공개 메소드

public Update ( ) : void
리턴 void

UpdateCamera() 공개 메소드

Updates any camera-dependent settings, such as the calculated pixel-perfect size. Use this with BroadcastMessage() to do bulk re-calculation of object sizes whenever your screensize/resolution changes at runtime.
public UpdateCamera ( ) : void
리턴 void

UpdateMesh() 공개 메소드

public UpdateMesh ( ) : void
리턴 void

ZeroQuad() 보호된 메소드

protected ZeroQuad ( int i ) : void
i int
리턴 void

프로퍼티 상세

UVs 보호되어 있는 프로퍼티

protected Vector2[] UVs
리턴 Vector2[]

alignment 공개적으로 프로퍼티

How the text is to be aligned.
public Alignment_Type alignment
리턴 Alignment_Type

anchor 공개적으로 프로퍼티

The position of the center of the GameObject relative to the text.
public Anchor_Pos anchor
리턴 Anchor_Pos

capacity 보호되어 있는 프로퍼티

protected int capacity
리턴 int

characterSize 공개적으로 프로퍼티

The size, in world units, of a full-height character. All other characters will be sized proportionately.
public float characterSize
리턴 float

characterSpacing 공개적으로 프로퍼티

An adjustable factor by which you can increase/decrease the spacing between characters. A value of 1.0 will space characters exactly as described by the font. Decreasing this value will place the characters closer together, while increasing it will place them farther apart.
public float characterSpacing
리턴 float

clipped 보호되어 있는 프로퍼티

protected bool clipped
리턴 bool

clippingRect 보호되어 있는 프로퍼티

protected Rect3D clippingRect
리턴 Rect3D

colDel 보호되어 있는 정적으로 프로퍼티

protected static string[] colDel
리턴 string[]

color 공개적으로 프로퍼티

The color to be used by all of the text's vertices. This can be used to color, highlight, or fade the text. Be sure to use a vertex-colored shader for this to have an effect.
public Color color
리턴 Color

colors 보호되어 있는 프로퍼티

protected Color[] colors
리턴 Color[]

commaDelimiter 보호되어 있는 정적으로 프로퍼티

protected static char[] commaDelimiter
리턴 char[]

displayString 보호되어 있는 프로퍼티

protected string displayString
리턴 string

dynamicLength 공개적으로 프로퍼티

When true, this setting tells the script that it should optimize its behavior on the assumption that its contents will change size frequently. When false, it will be optimized on the assumption that its length will remain the same for most, if not all, of the time.
public bool dynamicLength
리턴 bool

faces 보호되어 있는 프로퍼티

protected int[] faces
리턴 int[]

font 공개적으로 프로퍼티

Text asset that defines the font to be used.
public TextAsset,UnityEngine font
리턴 UnityEngine.TextAsset

hideAtStart 공개적으로 프로퍼티

Whether the text will be hidden when it starts.
public bool hideAtStart
리턴 bool

ignoreClipping 공개적으로 프로퍼티

When true, the text will not be clipped.
public bool ignoreClipping
리턴 bool

lineSpaceSize 보호되어 있는 프로퍼티

protected float lineSpaceSize
리턴 float

lineSpacing 공개적으로 프로퍼티

The distance from one line to the next as a percentage of characterSize. Defaults to a distance that is 1.1 times the height of a character. This has the effect of creating a gap between lines that is 10% the height of a line.
public float lineSpacing
리턴 float

localClipRect 보호되어 있는 프로퍼티

protected Rect localClipRect
리턴 Rect

m_awake 보호되어 있는 프로퍼티

protected bool m_awake
리턴 bool

m_hidden 보호되어 있는 프로퍼티

protected bool m_hidden
리턴 bool

m_started 보호되어 있는 프로퍼티

protected bool m_started
리턴 bool

maskingCharacter 공개적으로 프로퍼티

Holds the character to be used to mask password text. Defaults to asterisk (*).
public string maskingCharacter
리턴 string

maxWidth 공개적으로 프로퍼티

When set to a value over 0, if the multiline setting is true, then the content of the SpriteText object will be word-wrapped when a line reaches the specified maximum width (specified in local units), otherwise the text displayed will be truncated and "..." will be appended. NOTE: The actual text contents are preserved and only the display string is truncated.
public float maxWidth
리턴 float

mesh 보호되어 있는 프로퍼티

protected Mesh mesh
리턴 Mesh

meshColors 보호되어 있는 프로퍼티

protected Color[] meshColors
리턴 Color[]

meshFilter 보호되어 있는 프로퍼티

protected MeshFilter,UnityEngine meshFilter
리턴 UnityEngine.MeshFilter

meshRenderer 보호되어 있는 프로퍼티

protected MeshRenderer,UnityEngine meshRenderer
리턴 UnityEngine.MeshRenderer

meshString 보호되어 있는 프로퍼티

protected string meshString
리턴 string

mirror 보호되어 있는 프로퍼티

protected SpriteTextMirror, mirror
리턴 SpriteTextMirror,

multiline 공개적으로 프로퍼티

When set to true, the text object will allow multi-line content. This also enables word-wrapping when the maxWidth setting is set to a non-zero value. If multiline is false, then a non-zero maxWidth setting will cause text that exceeds the maxWidth to be truncated and have "..." appended. NOTE: The actual text contents are preserved and only the display string is truncated.
public bool multiline
리턴 bool

newLineDelimiter 보호되어 있는 정적으로 프로퍼티

protected static char[] newLineDelimiter
리턴 char[]

newLineInserts 보호되어 있는 프로퍼티

protected List newLineInserts
리턴 List

offsetZ 공개적으로 프로퍼티

The distance the text is to be offset along the local Z-axis from the GameObject's center.
public float offsetZ
리턴 float

oldMesh 보호되어 있는 프로퍼티

protected Mesh oldMesh
리턴 Mesh

parseColorTags 공개적으로 프로퍼티

If set to false, color tags will not be parsed out of the text.
public bool parseColorTags
리턴 bool

password 공개적으로 프로퍼티

When set to true, all text in this control will be masked using the specified maskingCharacter.
public bool password
리턴 bool

persistent 공개적으로 프로퍼티

This must be set to true at design time for the object to survive loading a new level.
public bool persistent
리턴 bool

pixelPerfect 공개적으로 프로퍼티

Automatically sizes the text so that it will display pixel-perfect on-screen. NOTE: If you change the orthographic size of the camera or the distance between the text and a perspective camera, call SetCamera() to make the text pixel-perfect again.
public bool pixelPerfect
리턴 bool

plainText 보호되어 있는 프로퍼티

protected string plainText
리턴 string

removeUnsupportedCharacters 공개적으로 프로퍼티

When true, any unsupported characters in the string assigned to this object at runtime will be removed from the string. NOTE: Using this on large amounts of text may have an adverse impact on performance.
public bool removeUnsupportedCharacters
리턴 bool

renderCamera 공개적으로 프로퍼티

public Camera renderCamera
리턴 Camera

screenPlacer 보호되어 있는 프로퍼티

protected EZScreenPlacement, screenPlacer
리턴 EZScreenPlacement,

screenSize 보호되어 있는 프로퍼티

protected Vector2 screenSize
리턴 Vector2

spriteFont 보호되어 있는 프로퍼티

protected SpriteFont, spriteFont
리턴 SpriteFont,

stringContentChanged 보호되어 있는 프로퍼티

protected bool stringContentChanged
리턴 bool

tabSize 공개적으로 프로퍼티

The number of space characters which are produced by a tab character.
public int tabSize
리턴 int

tabSpaces 보호되어 있는 프로퍼티

protected string tabSpaces
리턴 string

text 공개적으로 프로퍼티

The (decorated) text the object is to contain. NOTE: This is only for use in the inspector at edit time. The ".Text" or ".PlainText" properties should be used in script at runtime.
public string text
리턴 string

texture 보호되어 있는 프로퍼티

protected Texture texture
리턴 Texture

topLeft 보호되어 있는 프로퍼티

protected Vector3 topLeft
리턴 Vector3

totalWidth 보호되어 있는 프로퍼티

protected float totalWidth
리턴 float

unclippedTL 보호되어 있는 프로퍼티

protected Vector3 unclippedTL
리턴 Vector3

updateClipping 보호되어 있는 프로퍼티

protected bool updateClipping
리턴 bool

updateColors 보호되어 있는 프로퍼티

protected bool updateColors
리턴 bool

vertices 보호되어 있는 프로퍼티

protected Vector3[] vertices
리턴 Vector3[]

worldUnitsPerScreenPixel 보호되어 있는 프로퍼티

protected float worldUnitsPerScreenPixel
리턴 float

worldUnitsPerTexel 보호되어 있는 프로퍼티

protected float worldUnitsPerTexel
리턴 float

worldUnitsPerUV 보호되어 있는 프로퍼티

protected Vector2 worldUnitsPerUV
리턴 Vector2