font assets 的脚本接口。
可使用此类动态切换文本网格上的字体。
另请参阅:TextMesh。
ascent | 字体的上伸。 |
characterInfo | 访问该字体纹理中包含的所有字符的数组。 |
dynamic | 该字体是否为动态字体。 |
fontSize | 该字体的默认大小。 |
lineHeight | 该字体的行高。 |
material | 用于字体显示的材质。 |
Font | 创建新字体。 |
GetCharacterInfo | 获取指定字符的渲染信息。 |
HasCharacter | 该字体是否有指定字符? |
RequestCharactersInTexture | 请求将被添加到该字体纹理(仅限动态字体)的字符。 |
CreateDynamicFontFromOSFont | 创建一个 Font 对象,使您能够渲染用户计算机上安装的字体。 |
GetMaxVertsForString | 返回文本生成器可为给定字符串返回的顶点的最大数量。 |
GetOSInstalledFontNames | 获取该计算机上安装的字体的名称。 |
GetPathsToOSFonts | 获取操作系统上安装的字体的文件路径。 |
textureRebuilt | 设置函数,使其在重新构建动态字体纹理时加以调用。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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