using UnityEngine; using System.Collections; /// /// 字体管理者,向外部提供字体 /// public class FontManager : MonoBehaviour { /// /// 单键 /// private static FontManager pInit = null; /// /// UI字体 /// [SerializeField] private Font uiFont = null; /// /// 获取字体管理者 /// /// 单键实例 public static FontManager Instance() { return pInit; } /// /// 初始化 /// private void Awake() { pInit = this; Init(); // 切换关卡时不删除 DontDestroyOnLoad(this); } /// /// 获取当前字体 /// public Font CurFont { get { return uiFont; } } private string chineseText = null; public void Init() { if (chineseText == null) { var wordFileRes = Resources.Load("Font/chineseWords"); if (wordFileRes != null) { TextAsset worldFile = wordFileRes as TextAsset; chineseText = worldFile.text; chineseText = worldFile.text; Debug.Log(string.Format("chinese font size: {0}", chineseText.Length)); } } ////uiFont = Resources.Load("Font/AMCSL", typeof(Font)) as Font; ////uiFont.material = Resources.Load("Font/AMCSL", typeof(Material)) as Material; ////if (uiFont != null) ////{ //// uiFont.RequestCharactersInTexture(chineseText); //// Texture texture = uiFont.material.mainTexture; //// Debug.Log(string.Format("Texture size: {0}, {1}", texture.width, texture.height)); ////} } }