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## [1.1.0] - 2017-11-14 ### Added - New menu option added to Import Examples and additional content like Font Assets, Materials Presets, etc for TextMesh Pro. This new menu option is located in "Window -> TextMeshPro -> Import Examples and Extra Content". - New menu option added to Convert existing project files and assets created with either the Source Code or DLL only version of TextMesh Pro. Please be sure to backup your project before using this option. The new menu option is located in "Window -> TextMeshPro -> Convert TMP Project Files to UPM". - Added Assembly Definitions for the TMP Runtime and Editor scripts. - Added support for the UI DirtyLayoutCallback, DirtyVerticesCallback and DirtyMaterialCallback.
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Unity Technologies
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Apr 3, 2019
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# Changelog | ||
This is the first release of the TextMesh Pro UPM package. This release is based on the latest release of TextMesh Pro which is 1.0.55.xx.0b12. | ||
This is the release of the TextMesh Pro UPM package. The initial release of this package which is version v1.0.1 was based on the latest release of TextMesh Pro which is 1.0.55.xx.0b12. | ||
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See the following link for the Release Notes for version 1.0.55.xx.0b12 of TextMesh Pro. http://digitalnativestudios.com/forum/index.php?topic=1363.0 | ||
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## [1.0.60] - 2017-11-14 | ||
## [1.1.0] - 2017-11-14 | ||
### Added | ||
- New menu option added to Import Examples and additional content like Font Assets, Materials Presets, etc for TextMesh Pro. This new menu option is located in "Window -> TextMeshPro -> Import Examples and Extra Content". | ||
- New menu option added to Convert existing project files and assets created with either the Source Code or DLL only version of TextMesh Pro. Please be sure to backup your project before using this option. The new menu option is located in "Window -> TextMeshPro -> Convert TMP Project Files to UPM". | ||
- Added Assembly Definitions for the TMP Runtime and Editor scripts. | ||
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### Fixed | ||
- | ||
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- Added support for the UI DirtyLayoutCallback, DirtyVerticesCallback and DirtyMaterialCallback. |
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using System; | ||
using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEditor; | ||
using UnityEngine; | ||
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namespace TMPro.EditorUtilities | ||
{ | ||
/// <summary> | ||
/// Simple implementation of coroutine working in the Unity Editor. | ||
/// </summary> | ||
public class EditorCoroutine | ||
{ | ||
private static Dictionary<int, EditorCoroutine> s_ActiveCoroutines; | ||
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readonly IEnumerator coroutine; | ||
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/// <summary> | ||
/// Constructor | ||
/// </summary> | ||
/// <param name="routine"></param> | ||
EditorCoroutine(IEnumerator routine) | ||
{ | ||
this.coroutine = routine; | ||
} | ||
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/// <summary> | ||
/// Starts a new EditorCoroutine. | ||
/// </summary> | ||
/// <param name="newCoroutine">Coroutine</param> | ||
/// <returns>new EditorCoroutine</returns> | ||
public static EditorCoroutine StartCoroutine(IEnumerator routine) | ||
{ | ||
EditorCoroutine coroutine = new EditorCoroutine(routine); | ||
coroutine.Start(); | ||
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// Add coroutine to tracking list | ||
//if (s_ActiveCoroutines == null) | ||
// s_ActiveCoroutines = new Dictionary<int, EditorCoroutine>(); | ||
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// Add new instance of editor coroutine to dictionary. | ||
//s_ActiveCoroutines.Add(coroutine.GetHashCode(), coroutine); | ||
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return coroutine; | ||
} | ||
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/// <summary> | ||
/// Clear delegate list | ||
/// </summary> | ||
//public static void StopAllEditorCoroutines() | ||
//{ | ||
// EditorApplication.update = null; | ||
//} | ||
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/// <summary> | ||
/// Register callback for editor updates | ||
/// </summary> | ||
void Start() | ||
{ | ||
EditorApplication.update += EditorUpdate; | ||
} | ||
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/// <summary> | ||
/// Unregister callback for editor updates. | ||
/// </summary> | ||
public void Stop() | ||
{ | ||
if (EditorApplication.update != null) | ||
EditorApplication.update -= EditorUpdate; | ||
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//s_ActiveCoroutines.Remove(this.GetHashCode()); | ||
} | ||
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/// <summary> | ||
/// Delegate function called on editor updates. | ||
/// </summary> | ||
void EditorUpdate() | ||
{ | ||
// Stop editor coroutine if it does not continue. | ||
if (coroutine.MoveNext() == false) | ||
Stop(); | ||
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// Process the different types of EditorCoroutines. | ||
if (coroutine.Current != null) | ||
{ | ||
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} | ||
} | ||
} | ||
} |
3 changes: 2 additions & 1 deletion
3
Scripts/Runtime/InlineGraphic.cs.meta → Scripts/Editor/EditorCoroutine.cs.meta
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