AquaDX/AquaMai/UX/CustomFont.cs

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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using HarmonyLib;
using MelonLoader;
using TMPro;
using UnityEngine;
using UnityEngine.TextCore.LowLevel;
namespace AquaMai.UX;
public class CustomFont
{
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private static Font font;
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private static TMP_FontAsset fontAsset;
public static void DoCustomPatch(HarmonyLib.Harmony h)
{
var fontPath = Path.Combine(Environment.CurrentDirectory, "LocalAssets", "font.ttf");
if (!File.Exists(fontPath)) return;
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font = new Font(fontPath);
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fontAsset = TMP_FontAsset.CreateFontAsset(font, 90, 9, GlyphRenderMode.SDFAA, 8192, 8192);
}
[HarmonyPatch(typeof(TextMeshProUGUI), "Awake")]
[HarmonyPostfix]
public static void PostFix(TextMeshProUGUI __instance)
{
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if (font is null) return;
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# if DEBUG
MelonLogger.Msg($"{__instance.font.name} {__instance.text}");
# endif
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var materialOrigin = __instance.fontMaterial;
var materialSharedOrigin = __instance.fontSharedMaterial;
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__instance.font = fontAsset;
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# if DEBUG
MelonLogger.Msg($"shaderKeywords {materialOrigin.shaderKeywords.Join()} {__instance.fontMaterial.shaderKeywords.Join()}");
# endif
// __instance.fontSharedMaterial = materialSharedOrigin;
// 这样之后该有描边的地方整个字后面都是阴影,它不知道哪里是边
// materialOrigin.mainTexture = __instance.fontMaterial.mainTexture;
// materialOrigin.mainTextureOffset = __instance.fontMaterial.mainTextureOffset;
// materialOrigin.mainTextureScale = __instance.fontMaterial.mainTextureScale;
// __instance.fontMaterial.CopyPropertiesFromMaterial(materialOrigin);
// 这样了之后有描边了,但是描边很细
// __instance.fontMaterial.shader = materialOrigin.shader;
foreach (var keyword in materialOrigin.shaderKeywords)
{
__instance.fontMaterial.EnableKeyword(keyword);
}
// __instance.fontMaterial.globalIlluminationFlags = materialOrigin.globalIlluminationFlags;
// 原来是 underlay但是复制这三个属性之后就又变成整个字后面都是阴影了
// __instance.fontMaterial.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, materialOrigin.GetFloat(ShaderUtilities.ID_UnderlayOffsetY));
// __instance.fontMaterial.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, materialOrigin.GetFloat(ShaderUtilities.ID_UnderlayOffsetX));
// __instance.fontMaterial.SetFloat(ShaderUtilities.ID_UnderlayDilate, materialOrigin.GetFloat(ShaderUtilities.ID_UnderlayDilate));
// if(materialOrigin.shaderKeywords.Contains(ShaderUtilities.Keyword_Underlay))
// {
// __instance.fontMaterial.EnableKeyword(ShaderUtilities.Keyword_Glow);
// __instance.fontMaterial.SetFloat(ShaderUtilities.ID_GlowOuter, .5f);
// // __instance.fontMaterial.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, materialOrigin.GetFloat(ShaderUtilities.ID_UnderlayOffsetX));
// }
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}
}