A game about forced loneliness, made by TACStudios
1using System;
2using UnityEngine;
3using UnityEngine.TextCore;
4
5namespace TMPro
6{
7 public enum TextElementType : byte
8 {
9 Character = 0x1,
10 Sprite = 0x2,
11 }
12
13 /// <summary>
14 /// Base class for all text elements like Character and SpriteCharacter.
15 /// </summary>
16 [Serializable]
17 public class TMP_TextElement
18 {
19 /// <summary>
20 /// The type of text element which can be a character or sprite.
21 /// </summary>
22 public TextElementType elementType { get { return m_ElementType; } }
23
24 /// <summary>
25 /// The unicode value (code point) of the character.
26 /// </summary>
27 public uint unicode { get { return m_Unicode; } set { m_Unicode = value; } }
28
29 /// <summary>
30 /// The Text Asset to which this Text Element belongs.
31 /// </summary>
32 public TMP_Asset textAsset { get { return m_TextAsset; } set { m_TextAsset = value; } }
33
34 /// <summary>
35 /// The glyph used by this text element.
36 /// </summary>
37 public Glyph glyph { get { return m_Glyph; } set { m_Glyph = value; } }
38
39 /// <summary>
40 /// The index of the glyph used by this text element.
41 /// </summary>
42 public uint glyphIndex { get { return m_GlyphIndex; } set { m_GlyphIndex = value; } }
43
44 /// <summary>
45 /// The relative scale of the character.
46 /// </summary>
47 public float scale { get { return m_Scale; } set { m_Scale = value; } }
48
49 // =============================================
50 // Private backing fields for public properties.
51 // =============================================
52
53 [SerializeField]
54 internal TextElementType m_ElementType;
55
56 [SerializeField]
57 internal uint m_Unicode;
58
59 internal TMP_Asset m_TextAsset;
60
61 internal Glyph m_Glyph;
62
63 [SerializeField]
64 internal uint m_GlyphIndex;
65
66 [SerializeField]
67 internal float m_Scale;
68 }
69}