Unity_1lab/1 laba/Temp/Bin/Debug/Assembly-CSharp/UnityEditor.TextRenderingModule.xml

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XML

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEditor.TextRenderingModule</name>
</assembly>
<member name="T:UnityEditor.AscentCalculationMode">
<summary>
<para>Method used for calculating a font's ascent.</para>
</summary>
</member>
<member name="F:UnityEditor.AscentCalculationMode.FaceAscender">
<summary>
<para>Ascender method.</para>
</summary>
</member>
<member name="F:UnityEditor.AscentCalculationMode.FaceBoundingBox">
<summary>
<para>Bounding box method.</para>
</summary>
</member>
<member name="F:UnityEditor.AscentCalculationMode.Legacy2x">
<summary>
<para>Legacy bounding box method.</para>
</summary>
</member>
<member name="T:UnityEditor.FontRenderingMode">
<summary>
<para>Font rendering mode constants for TrueTypeFontImporter.</para>
</summary>
</member>
<member name="F:UnityEditor.FontRenderingMode.HintedRaster">
<summary>
<para>Use hinted font rendering without anti-aliasing. This is the crispest font rendering option, and may be most readable for small font sizes.</para>
</summary>
</member>
<member name="F:UnityEditor.FontRenderingMode.HintedSmooth">
<summary>
<para>Use Anti-Aliased Font rendering with hinting. This forces character lines to run along pixel boundaries.</para>
</summary>
</member>
<member name="F:UnityEditor.FontRenderingMode.OSDefault">
<summary>
<para>Use the OS default font rendering mode. This mode is only available for dynamic fonts, as static fonts are generated at build time.</para>
</summary>
</member>
<member name="F:UnityEditor.FontRenderingMode.Smooth">
<summary>
<para>Use Anti-Aliased Font rendering. When using dynamic fonts, this is the mode which is fastest in rendering font textures.</para>
</summary>
</member>
<member name="T:UnityEditor.FontTextureCase">
<summary>
<para>Texture case constants for TrueTypeFontImporter.</para>
</summary>
</member>
<member name="F:UnityEditor.FontTextureCase.ASCII">
<summary>
<para>Import basic ASCII character set.</para>
</summary>
</member>
<member name="F:UnityEditor.FontTextureCase.ASCIILowerCase">
<summary>
<para>Only import lower case ASCII character set.</para>
</summary>
</member>
<member name="F:UnityEditor.FontTextureCase.ASCIIUpperCase">
<summary>
<para>Only import upper case ASCII character set.</para>
</summary>
</member>
<member name="F:UnityEditor.FontTextureCase.CustomSet">
<summary>
<para>Custom set of characters.</para>
</summary>
</member>
<member name="F:UnityEditor.FontTextureCase.Dynamic">
<summary>
<para>Render characters into font texture at runtime as needed.</para>
</summary>
</member>
<member name="F:UnityEditor.FontTextureCase.Unicode">
<summary>
<para>Import a set of Unicode characters common for latin scripts.</para>
</summary>
</member>
<member name="T:UnityEditor.TrueTypeFontImporter">
<summary>
<para>AssetImporter for importing Fonts.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.ascentCalculationMode">
<summary>
<para>Calculation mode for determining font's ascent.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.characterPadding">
<summary>
<para>Border pixels added to character images for padding. This is useful if you want to render text using a shader which needs to render outside of the character area (like an outline shader).</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.characterSpacing">
<summary>
<para>Spacing between character images in the generated texture in pixels. This is useful if you want to render text using a shader which samples pixels outside of the character area (like an outline shader).</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.customCharacters">
<summary>
<para>A custom set of characters to be included in the Font Texture.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontNames">
<summary>
<para>An array of font names, to be used when includeFontData is set to false.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontReferences">
<summary>
<para>References to other fonts to be used looking for fallbacks.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontRenderingMode">
<summary>
<para>Font rendering mode to use for this font.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontSize">
<summary>
<para>Font size to use for importing the characters.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontTextureCase">
<summary>
<para>Use this to adjust which characters should be imported.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.fontTTFName">
<summary>
<para>The internal font name of the TTF file.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.includeFontData">
<summary>
<para>If this is enabled, the actual font will be embedded into the asset for Dynamic fonts.</para>
</summary>
</member>
<member name="P:UnityEditor.TrueTypeFontImporter.shouldRoundAdvanceValue">
<summary>
<para>Set this property to true if you want to round the internal advance width of the font to the nearest integer.</para>
</summary>
</member>
<member name="M:UnityEditor.TrueTypeFontImporter.GenerateEditableFont(System.String)">
<summary>
<para>Create an editable copy of the font asset at path.</para>
</summary>
<param name="path"></param>
</member>
</members>
</doc>