Class HudTextStyleInspectorGui
How a HUD element's text is written: the theme's lettering, or a typeface and colour of its own — plus how it sits in its box.
Inherited Members
Namespace: Serenity.GameUi.Infrastructure.Editor.Builder
Assembly: Serenity.UnityGameUi.Infrastructure.Editor.dll
Syntax
public static class HudTextStyleInspectorGui
Remarks
Typeface and colour are one choice, not two, because they are never usefully mixed — the theme's font in a colour of your own belongs to neither. So a single toggle governs both, and the two fields below it are greyed together.
Alignment is not part of that choice. It is layout — the same family as scale and the anchor — not lettering, so it stays editable regardless of whether the theme's typeface and colour are taken.
A raw .ttf is not something TextMeshPro can draw, so an author who has a font but no font asset is
otherwise stopped here and sent to another window to make one. The generator is offered inline instead,
and it is the same one the theme wizard uses.
Fields
GeneratedFontFolder
Default folder for font assets generated from the HUD builder.
Declaration
public const string GeneratedFontFolder = "Assets/Media/GeneratedFonts"
Field Value
| Type | Description |
|---|---|
| string |
Methods
Draw(SerializedProperty)
Draws the text-style block for one element.
Declaration
public static void Draw(SerializedProperty element)
Parameters
| Type | Name | Description |
|---|---|---|
| SerializedProperty | element | The serialized |