forked from BilalY/Rasagar
89 lines
2.6 KiB
C#
89 lines
2.6 KiB
C#
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using System;
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using UnityEngine;
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namespace TMPro
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{
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/// <summary>
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/// A basic element of text representing a pictograph, image, sprite or emoji.
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/// </summary>
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[Serializable]
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public class TMP_SpriteCharacter : TMP_TextElement
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{
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/// <summary>
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/// The name of the sprite element.
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/// </summary>
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public string name
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{
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get { return m_Name; }
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set { m_Name = value; }
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}
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// =============================================
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// Private backing fields for public properties.
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// =============================================
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[SerializeField]
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private string m_Name;
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// ********************
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// CONSTRUCTORS
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// ********************
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/// <summary>
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/// Default constructor.
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/// </summary>
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public TMP_SpriteCharacter()
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{
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m_ElementType = TextElementType.Sprite;
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}
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/// <summary>
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/// Constructor for new sprite character.
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/// </summary>
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/// <param name="unicode">Unicode value of the sprite character.</param>
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/// <param name="glyph">Glyph used by the sprite character.</param>
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public TMP_SpriteCharacter(uint unicode, TMP_SpriteGlyph glyph)
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{
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m_ElementType = TextElementType.Sprite;
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this.unicode = unicode;
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this.glyphIndex = glyph.index;
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this.glyph = glyph;
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this.scale = 1.0f;
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}
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/// <summary>
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/// Constructor for new sprite character.
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/// </summary>
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/// <param name="unicode">Unicode value of the sprite character.</param>
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/// <param name="spriteAsset">Sprite Asset used by this sprite character.</param>
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/// <param name="glyph">Glyph used by the sprite character.</param>
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public TMP_SpriteCharacter(uint unicode, TMP_SpriteAsset spriteAsset, TMP_SpriteGlyph glyph)
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{
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m_ElementType = TextElementType.Sprite;
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this.unicode = unicode;
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this.textAsset = spriteAsset;
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this.glyph = glyph;
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this.glyphIndex = glyph.index;
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this.scale = 1.0f;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="unicode"></param>
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/// <param name="glyphIndex"></param>
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internal TMP_SpriteCharacter(uint unicode, uint glyphIndex)
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{
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m_ElementType = TextElementType.Sprite;
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this.unicode = unicode;
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this.textAsset = null;
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this.glyph = null;
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this.glyphIndex = glyphIndex;
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this.scale = 1.0f;
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}
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}
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}
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