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CrowdControl/Assets/3rd/D2D_Scripts/UI/Common/DefaultFontInjection.cs

40 lines
1.1 KiB
C#

3 months ago
using System;
using D2D.UI;
using TMPro;
using UnityEngine;
namespace D2D.UI
{
/// <summary>
/// Can be extended with other classes to secondary game font, etc.
/// Or use enum for primary, secondary text. Or bold, regular.
/// </summary>
public class DefaultFontInjection : MonoBehaviour
{
[SerializeField] private bool _isOn = true;
private void Start()
{
return;
if (!_isOn)
return;
// var defaultGameFont = UISettings.Instance.defaultGameFont;
var defaultGameFont = FindObjectOfType<TextMeshPro>().font;
var uiLabel = GetComponent<TextMeshProUGUI>();
var worldUILabel = GetComponent<TextMeshPro>();
if (uiLabel == null && worldUILabel == null)
{
throw new NullReferenceException("text wanted to have default font");
}
if (uiLabel != null)
uiLabel.font = defaultGameFont;
if (worldUILabel != null)
worldUILabel.font = defaultGameFont;
}
}
}