cleanup
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@@ -8,6 +8,7 @@ using UnityEditor;
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namespace SplashEdit.RuntimeCode
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{
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[CreateAssetMenu(fileName = "New PSXFont", menuName = "PSX/Font Asset")]
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[Icon("Packages/net.psxsplash.splashedit/Icons/PSXFontAsset.png")]
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public class PSXFontAsset : ScriptableObject
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{
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[Header("Source - Option A: TrueType/OTF Font")]
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@@ -154,7 +155,6 @@ namespace SplashEdit.RuntimeCode
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if (validCount > 0)
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{
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workingSize = 0;
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Debug.Log("PSXFontAsset: Using font's native size for character info.");
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}
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}
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@@ -273,11 +273,6 @@ namespace SplashEdit.RuntimeCode
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// This makes the native advance widths match the bitmap exactly for
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// proportional rendering. Characters wider than cell get clipped (rare).
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Debug.Log($"PSXFontAsset: Cell {glyphWidth}x{glyphHeight}, {glyphsPerRow}/row, " +
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$"{rowCount} rows, texture {texW}x{texH} " +
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$"(measured: {measuredMaxW}x{measuredMaxH}, " +
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$"ascender={maxAscender}, descender={maxDescender}, vScale={vScale:F2})");
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// ── Step 5: Render glyphs into grid ──
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// Each glyph is LEFT-ALIGNED at native width for proportional rendering.
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// The advance widths from CharacterInfo match native glyph proportions.
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@@ -376,8 +371,6 @@ namespace SplashEdit.RuntimeCode
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return;
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}
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Debug.Log($"PSXFontAsset: Rendered {renderedCount}/95 glyphs.");
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// Store advance widths from the same CharacterInfo used for rendering.
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// This guarantees advances match the bitmap glyphs exactly.
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storedAdvanceWidths = new byte[96];
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@@ -424,7 +417,6 @@ namespace SplashEdit.RuntimeCode
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fontTexture = AssetDatabase.LoadAssetAtPath<Texture2D>(texPath);
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EditorUtility.SetDirty(this);
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AssetDatabase.SaveAssets();
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Debug.Log($"PSXFontAsset: Saved {texW}x{texH} bitmap at {texPath}");
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}
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#endif
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