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Copy pathTextRenderer3DManager.cs
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86 lines (69 loc) · 2.11 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEditor;
//Made by paraxodon :D
[ExecuteInEditMode]
public class TextRenderer3DManager : MonoBehaviour
{
public static TextRenderer3DManager Instance;
[SerializeField] private string textMeshesFolder = "TextModels";
public List<GameObject> letters;
[HideInInspector] public bool hasLetters;
private void OnValidate()
{
if (Instance == null)
{
Instance = this;
}
else if(Instance != this)
{
DestroyImmediate(gameObject);
}
}
public void GetLetters()
{
letters = new List<GameObject>();
foreach (var file in SearchForFolder(Application.dataPath,textMeshesFolder).GetFiles())
{
var extension = file.Extension;
if (extension != ".obj") continue;
var filePath = "Assets" + file.FullName.Substring(Application.dataPath.Length);
var obj = AssetDatabase.LoadAssetAtPath<GameObject>(filePath);
letters.Add(obj);
}
Resources.UnloadUnusedAssets();
hasLetters = letters != null;
}
public GameObject GetLetter(char character)
{
foreach (var c in letters)
{
if (c.name.ToCharArray()[0] == (character))
{
return c;
}
}
Debug.LogError("Letter doesn't exist");
return new GameObject(" ");
}
public static DirectoryInfo SearchForFolder(string initialPath, string folderName)
{
var initialDirectory = new DirectoryInfo(initialPath);
foreach (var directory in initialDirectory.GetDirectories())
{
if (directory.Name.Equals(folderName))
{
return directory;
}
var nextDir = SearchForFolder(directory.FullName, folderName);
if (nextDir != null)
{
return nextDir;
}
}
return null;
}
}