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#if UNITY_EDITOR | |
using System.Reflection; | |
using UnityEngine; | |
using UnityEditor; | |
public class FontSwitcher : EditorWindow | |
{ | |
[MenuItem("Font/Show Window")] | |
public static void ShowFontWindow() | |
{ | |
GetWindow<FontSwitcher>(); | |
} | |
public void OnGUI () | |
{ | |
EditorGUI.BeginChangeCheck(); | |
string newFontName = EditorGUILayout.DelayedTextField("Unity Font", GUI.skin.font.fontNames[0]); | |
if (EditorGUI.EndChangeCheck()) | |
{ | |
ReplaceFont((Font)EditorGUIUtility.LoadRequired("Fonts/Lucida Grande.ttf"), newFontName); | |
ReplaceFont((Font)EditorGUIUtility.LoadRequired("Fonts/Lucida Grande Bold.ttf"), newFontName); | |
ReplaceFont((Font)EditorGUIUtility.LoadRequired("Fonts/Lucida Grande Small.ttf"), newFontName); | |
ReplaceFont((Font)EditorGUIUtility.LoadRequired("Fonts/Lucida Grande Small Bold.ttf"), newFontName); | |
ReplaceFont((Font)EditorGUIUtility.LoadRequired("Fonts/Lucida Grande Big.ttf"), newFontName); | |
// replace also skin's font name - the change _sems_ to be ignored/inconsistent with UI otherwise | |
ReplaceFont(GUI.skin.font, newFontName); | |
typeof(EditorApplication).GetMethod("RequestRepaintAllViews", BindingFlags.Static | BindingFlags.NonPublic).Invoke(null, null); | |
// after all the above the change seems to be still ignored - manual Reimport of some (any) asset in the project seems to work though | |
// instead of reimporting some asset, reimport 'Assets/Editor' folder asset (w/o its content..); 'Assets/Editor' porbably exists since we're running in Editor script | |
// TODO: don't hardcode 'Assets/Editor' | |
AssetDatabase.ImportAsset("Assets/Editor", ImportAssetOptions.ForceUpdate); | |
} | |
} | |
private void ReplaceFont(Font font, string fontName) | |
{ | |
if (font.name.Contains("Bold")) | |
font.fontNames = new string[] { fontName + " Bold" }; | |
else | |
font.fontNames = new string[] { fontName }; | |
font.hideFlags = HideFlags.HideAndDontSave; | |
} | |
} | |
#endif |
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