C# Класс SpriteText, marblemadness

Наследование: MonoBehaviour
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Открытые свойства

Свойство Тип Описание
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

Защищенные свойства (Protected)

Свойство Тип Описание
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

Открытые методы

Метод Описание
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

Защищенные методы

Метод Описание
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

Описание методов

Awake() защищенный Метод

protected Awake ( ) : void
Результат void

BuildCharacter() защищенный Метод

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

CalcSize() публичный Метод

public CalcSize ( ) : void
Результат void

ClearMesh() защищенный Метод

protected ClearMesh ( ) : void
Результат void

Copy() публичный Метод

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

CreateMesh() защищенный Метод

protected CreateMesh ( ) : void
Результат void

Delete() публичный Метод

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

DisplayIndexToPlainIndex() публичный Метод

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
Результат int

DoMirror() публичный Метод

public DoMirror ( ) : void
Результат void

DoSingleLineTruncation() защищенный Метод

protected DoSingleLineTruncation ( ) : void
Результат void

EnlargeMesh() защищенный Метод

protected EnlargeMesh ( ) : void
Результат void

GetCenterPoint() публичный Метод

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

GetDisplayLineCount() публичный Метод

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
Результат int

GetDisplayLineCount() публичный Метод

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).
Результат int

GetInsertionPointPos() публичный Метод

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.
Результат Vector3

GetLineBaseline() защищенный Метод

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

GetNearestInsertionPoint() публичный Метод

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.
Результат int

GetNearestInsertionPointPos() публичный Метод

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.
Результат Vector3

GetScreenWidth() публичный Метод

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.
Результат float

GetStartPos_SingleLine() защищенный Метод

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

GetVertices() публичный Метод

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

GetWidth() публичный Метод

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.
Результат float

Hide() публичный Метод

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.
Результат void

Init() защищенный Метод

protected Init ( ) : void
Результат void

IsHidden() публичный Метод

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

LayoutText() защищенный Метод

protected LayoutText ( ) : void
Результат void

Layout_Line() защищенный Метод

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

Layout_Multiline() защищенный Метод

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

Layout_Single_Line() защищенный Метод

protected Layout_Single_Line ( ) : void
Результат void

OnDestroy() публичный Метод

public OnDestroy ( ) : void
Результат void

OnDisable() защищенный Метод

protected OnDisable ( ) : void
Результат void

OnDrawGizmos() публичный Метод

public OnDrawGizmos ( ) : void
Результат void

OnDrawGizmosSelected() публичный Метод

public OnDrawGizmosSelected ( ) : void
Результат void

OnEnable() публичный Метод

public OnEnable ( ) : void
Результат void

ParseColor() защищенный Метод

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

ParseHexColor() защищенный Метод

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

PixelCoordToUVCoord() публичный Метод

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.
Результат Vector2

PixelCoordToUVCoord() публичный Метод

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.
Результат Vector2

PixelSpaceToUVSpace() публичный Метод

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.
Результат Vector2

PixelSpaceToUVSpace() публичный Метод

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.
Результат Vector2

PlainIndexToDisplayIndex() публичный Метод

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.
Результат int

ProcessString() защищенный Метод

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

SetAlignment() публичный Метод

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

SetAnchor() публичный Метод

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

SetCamera() публичный Метод

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
Результат void

SetCamera() публичный Метод

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

SetCharacterSize() публичный Метод

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.
Результат void

SetColor() публичный Метод

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.
Результат void

SetFont() публичный Метод

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.
Результат void

SetFont() публичный Метод

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.
Результат void

SetLineSpacing() публичный Метод

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.
Результат void

SetPixelToUV() публичный Метод

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

SetPixelToUV() публичный Метод

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

Start() публичный Метод

public Start ( ) : void
Результат void

Unclip() публичный Метод

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

Update() публичный Метод

public Update ( ) : void
Результат void

UpdateCamera() публичный Метод

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
Результат void

UpdateMesh() публичный Метод

public UpdateMesh ( ) : void
Результат void

ZeroQuad() защищенный Метод

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

Описание свойств

UVs защищенное свойство

protected Vector2[] UVs
Результат Vector2[]

alignment публичное свойство

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

anchor публичное свойство

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

capacity защищенное свойство

protected int capacity
Результат int

characterSize публичное свойство

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

characterSpacing публичное свойство

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
Результат float

clipped защищенное свойство

protected bool clipped
Результат bool

clippingRect защищенное свойство

protected Rect3D clippingRect
Результат Rect3D

colDel защищенное статическое свойство

protected static string[] colDel
Результат string[]

color публичное свойство

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
Результат Color

colors защищенное свойство

protected Color[] colors
Результат Color[]

commaDelimiter защищенное статическое свойство

protected static char[] commaDelimiter
Результат char[]

displayString защищенное свойство

protected string displayString
Результат string

dynamicLength публичное свойство

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
Результат bool

faces защищенное свойство

protected int[] faces
Результат int[]

font публичное свойство

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

hideAtStart публичное свойство

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

ignoreClipping публичное свойство

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

lineSpaceSize защищенное свойство

protected float lineSpaceSize
Результат float

lineSpacing публичное свойство

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
Результат float

localClipRect защищенное свойство

protected Rect localClipRect
Результат Rect

m_awake защищенное свойство

protected bool m_awake
Результат bool

m_hidden защищенное свойство

protected bool m_hidden
Результат bool

m_started защищенное свойство

protected bool m_started
Результат bool

maskingCharacter публичное свойство

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

maxWidth публичное свойство

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
Результат float

mesh защищенное свойство

protected Mesh mesh
Результат Mesh

meshColors защищенное свойство

protected Color[] meshColors
Результат Color[]

meshFilter защищенное свойство

protected MeshFilter,UnityEngine meshFilter
Результат UnityEngine.MeshFilter

meshRenderer защищенное свойство

protected MeshRenderer,UnityEngine meshRenderer
Результат UnityEngine.MeshRenderer

meshString защищенное свойство

protected string meshString
Результат string

mirror защищенное свойство

protected SpriteTextMirror, mirror
Результат SpriteTextMirror,

multiline публичное свойство

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
Результат bool

newLineDelimiter защищенное статическое свойство

protected static char[] newLineDelimiter
Результат char[]

newLineInserts защищенное свойство

protected List newLineInserts
Результат List

offsetZ публичное свойство

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

oldMesh защищенное свойство

protected Mesh oldMesh
Результат Mesh

parseColorTags публичное свойство

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

password публичное свойство

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

persistent публичное свойство

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

pixelPerfect публичное свойство

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
Результат bool

plainText защищенное свойство

protected string plainText
Результат string

removeUnsupportedCharacters публичное свойство

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
Результат bool

renderCamera публичное свойство

public Camera renderCamera
Результат Camera

screenPlacer защищенное свойство

protected EZScreenPlacement, screenPlacer
Результат EZScreenPlacement,

screenSize защищенное свойство

protected Vector2 screenSize
Результат Vector2

spriteFont защищенное свойство

protected SpriteFont, spriteFont
Результат SpriteFont,

stringContentChanged защищенное свойство

protected bool stringContentChanged
Результат bool

tabSize публичное свойство

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

tabSpaces защищенное свойство

protected string tabSpaces
Результат string

text публичное свойство

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
Результат string

texture защищенное свойство

protected Texture texture
Результат Texture

topLeft защищенное свойство

protected Vector3 topLeft
Результат Vector3

totalWidth защищенное свойство

protected float totalWidth
Результат float

unclippedTL защищенное свойство

protected Vector3 unclippedTL
Результат Vector3

updateClipping защищенное свойство

protected bool updateClipping
Результат bool

updateColors защищенное свойство

protected bool updateColors
Результат bool

vertices защищенное свойство

protected Vector3[] vertices
Результат Vector3[]

worldUnitsPerScreenPixel защищенное свойство

protected float worldUnitsPerScreenPixel
Результат float

worldUnitsPerTexel защищенное свойство

protected float worldUnitsPerTexel
Результат float

worldUnitsPerUV защищенное свойство

protected Vector2 worldUnitsPerUV
Результат Vector2