refactor: Update Unity to 2022.3.62

This commit is contained in:
2025-06-21 01:22:02 +08:00
parent d71bf7d4a5
commit 283783954f
112 changed files with 778 additions and 907 deletions

View File

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