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    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.

    Inheritance
    object
    HudTextStyleInspectorGui
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    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 UnityHudElementDefinition.

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