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@ReiFan49 ReiFan49 commented Mar 21, 2023

This is a minor change that allows easy local customization without breaking the whole unity scene file due to mass font changing.

image

To use it, simply go to LocalFontDev object and locate the script as the picture above. Each field requires a TMP_FontAsset or TextMeshPro Font Asset which is derived from the font directly. This will allow development specific to change into their own favored font in case the font itself aren't "allowed" to be published.

The changes will apply to any Text and TextMeshPro UI elements. The Global Font field is the first fallback if the specific fields are unset.

Aside from local font changing feature, this change also made Center Information values (Score, Combo, Achievement, and DXScore) are monospaced. So any padding done by 2c5c48b is covered properly along this change.

@LingFeng-bbben

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@LingFeng-bbben
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There are lots of native TEXT component to be replaced. Need more work here.

ReiFan49

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AllPerfectFont: {fileID: 11400000, guid: 75efbe0ae053d5c4a9a6983514232a25, type: 2}
SongInfoFont: {fileID: 11400000, guid: 75efbe0ae053d5c4a9a6983514232a25, type: 2}
SideInfoFont: {fileID: 11400000, guid: 75efbe0ae053d5c4a9a6983514232a25, type: 2}
CenterInfoFont: {fileID: 11400000, guid: 75efbe0ae053d5c4a9a6983514232a25, type: 2}
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There's no need to fill this on, as leaving them Global only, or Full blank would make whoever doing building this locally could fit their own values.

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I think leaving some on Native Text is ok, like Song Detail's.
Not everything should be "TextMeshPro" from what I see.

Object Info is one of the potential target of this don't you think so?

leave this values for "easy adjustment" on developers/compilers for personal use,
no need to enforce this for public build.
the outline from first commit is too thick, yet the followup commit is too thin.
value around 0.35~0.38 should be good for this.
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2 participants