用于导入字体的 AssetImporter。
ascentCalculationMode | 用于确定字体上升的计算模式。 |
characterPadding | 为填充字符图像而添加的边框像素。如果要使用需要在字符区域外渲染的着色器(如轮廓着色器)渲染文本,该属性将非常有用。 |
characterSpacing | 生成的纹理中的字符图像之间的间距,以像素为单位。如果要使用在字符区域外进行像素采样的着色器(如轮廓着色器)渲染文本,该属性将非常有用。 |
customCharacters | 将包含在字体纹理中的一组自定义字符。 |
fontNames | 字体名称数组,将在 includeFontData 设置为 false 时使用。 |
fontReferences | 引用其他字体以查找回退。 |
fontRenderingMode | 用于此字体的字体渲染模式。 |
fontSize | 用于导入字符的字体大小。 |
fontTextureCase | 使用此属性调整应导入的字符。 |
fontTTFName | TTF 文件的内部字体名称。 |
includeFontData | 如果启用此属性,实际字体将嵌入到动态字体资源中。 |
shouldRoundAdvanceValue | 如果要将字体的内部步进宽度舍入为最接近的整数,可将此属性设置为 true。 |
GenerateEditableFont | 在 path 创建字体资源的可编辑副本。 |
assetBundleName | 获取或设置 AssetBundle 名称。 |
assetBundleVariant | 获取或设置 AssetBundle 变体。 |
assetPath | 此导入器的资源的路径名称。(只读) |
importSettingsMissing | 如果导入的资源未随附任何元文件,则此值为 true。 |
userData | 获取或设置任意用户数据。 |
hideFlags | 该对象应该隐藏、随场景一起保存还是由用户修改? |
name | 对象的名称。 |
AddRemap | 将子资源从导入的资源(例如 FBX 文件)映射到同类型的外部资源。 |
GetExternalObjectMap | 获取 AssetImporter 使用的外部对象映射的副本。 |
RemoveRemap | 从外部对象的映射中删除项。 |
SaveAndReimport | 如果资源导入器已标记为“脏”,则保存资源导入器设置。 |
SetAssetBundleNameAndVariant | 设置 AssetBundle 名称和变体。 |
GetInstanceID | 返回对象的实例 ID。 |
ToString | 返回对象的名称。 |
GetAtPath | 在 path 处检索资源的资源导入器。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindObjectOfType | 返回第一个类型为 type 的已加载的激活对象。 |
FindObjectsOfType | 返回所有类型为 type 的已加载的激活对象的列表。 |
Instantiate | 克隆 original 对象并返回克隆对象。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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