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using System.Collections;
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using System.Collections.Generic;
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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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///
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/// </summary>
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public class TMP_ResourceManager
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{
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private static readonly TMP_ResourceManager s_instance = new TMP_ResourceManager();
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static TMP_ResourceManager() { }
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// ======================================================
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// TEXT SETTINGS MANAGEMENT
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// ======================================================
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private static TMP_Settings s_TextSettings;
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internal static TMP_Settings GetTextSettings()
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{
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if (s_TextSettings == null)
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{
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// Try loading the TMP Settings from a Resources folder in the user project.
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s_TextSettings = Resources.Load<TMP_Settings>("TextSettings"); // ?? ScriptableObject.CreateInstance<TMP_Settings>();
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#if UNITY_EDITOR
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if (s_TextSettings == null)
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{
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// Open TMP Resources Importer to enable the user to import the TMP Essential Resources and option TMP Examples & Extras
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TMP_PackageResourceImporterWindow.ShowPackageImporterWindow();
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}
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#endif
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}
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return s_TextSettings;
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}
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// ======================================================
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// FONT ASSET MANAGEMENT - Fields, Properties and Functions
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// ======================================================
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private static readonly List<TMP_FontAsset> s_FontAssetReferences = new List<TMP_FontAsset>();
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private static readonly Dictionary<int, TMP_FontAsset> s_FontAssetReferenceLookup = new Dictionary<int, TMP_FontAsset>();
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/// <summary>
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///
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/// </summary>
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/// <param name="fontAsset"></param>
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public static void AddFontAsset(TMP_FontAsset fontAsset)
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{
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int hashcode = fontAsset.hashCode;
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if (s_FontAssetReferenceLookup.ContainsKey(hashcode))
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return;
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s_FontAssetReferences.Add(fontAsset);
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s_FontAssetReferenceLookup.Add(hashcode, fontAsset);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="hashcode"></param>
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/// <param name="fontAsset"></param>
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/// <returns></returns>
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public static bool TryGetFontAsset(int hashcode, out TMP_FontAsset fontAsset)
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{
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fontAsset = null;
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return s_FontAssetReferenceLookup.TryGetValue(hashcode, out fontAsset);
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}
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internal static void RebuildFontAssetCache(int instanceID)
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{
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// Iterate over loaded font assets to update affected font assets
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for (int i = 0; i < s_FontAssetReferences.Count; i++)
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{
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TMP_FontAsset fontAsset = s_FontAssetReferences[i];
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if (fontAsset.FallbackSearchQueryLookup.Contains(instanceID))
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fontAsset.ReadFontAssetDefinition();
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}
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}
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}
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}
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