refactor: Update Unity to 2022.3.62
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@@ -1114,7 +1114,7 @@ namespace TMPro
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if (m_textInfo.characterInfo == null || m_totalCharacterCount >= m_textInfo.characterInfo.Length)
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TMP_TextInfo.Resize(ref m_textInfo.characterInfo, m_totalCharacterCount + 1, true);
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int unicode = textProcessingArray[i].unicode;
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uint unicode = textProcessingArray[i].unicode;
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// PARSE XML TAGS
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#region PARSE XML TAGS
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@@ -1217,7 +1217,7 @@ namespace TMPro
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DoMissingGlyphCallback(unicode, textProcessingArray[i].stringIndex, m_currentFontAsset);
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// Save the original unicode character
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int srcGlyph = unicode;
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uint srcGlyph = unicode;
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// Try replacing the missing glyph character by TMP Settings Missing Glyph or Square (9633) character.
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unicode = textProcessingArray[i].unicode = TMP_Settings.missingGlyphCharacter == 0 ? 9633 : TMP_Settings.missingGlyphCharacter;
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@@ -1685,7 +1685,7 @@ namespace TMPro
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// Reparse the text as input may have changed or been truncated.
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ParseInputText();
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FontAsset.UpdateFontAssetInUpdateQueue();
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FontAsset.UpdateFontAssetsInUpdateQueue();
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// Reset Font min / max used with Auto-sizing
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if (m_enableAutoSizing)
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@@ -1778,7 +1778,7 @@ namespace TMPro
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m_sizeStack.SetDefault(m_currentFontSize);
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float fontSizeDelta = 0;
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int charCode = 0; // Holds the character code of the currently being processed character.
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uint charCode = 0; // Holds the character code of the currently being processed character.
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m_FontStyleInternal = m_fontStyle; // Set the default style.
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m_FontWeightInternal = (m_FontStyleInternal & FontStyles.Bold) == FontStyles.Bold ? FontWeight.Bold : m_fontWeight;
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@@ -1976,7 +1976,7 @@ namespace TMPro
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if (characterToSubstitute.index == m_characterCount)
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{
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charCode = (int)characterToSubstitute.unicode;
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charCode = characterToSubstitute.unicode;
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m_textElementType = TMP_TextElementType.Character;
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isInjectingCharacter = true;
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@@ -2075,7 +2075,7 @@ namespace TMPro
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// Sprites are assigned in the E000 Private Area + sprite Index
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if (charCode == '<')
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charCode = 57344 + m_spriteIndex;
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charCode = 57344 + (uint)m_spriteIndex;
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else
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m_spriteColor = s_colorWhite;
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