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fix the outline style lost when overriding TextMeshPro Font #494

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Sep 5, 2024
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34 changes: 34 additions & 0 deletions src/XUnity.AutoTranslator.Plugin.Core/TextTranslationInfo.cs
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@
using XUnity.Common.Constants;
using XUnity.Common.Extensions;
using XUnity.Common.Harmony;
using XUnity.Common.Logging;
using XUnity.Common.Utilities;

namespace XUnity.AutoTranslator.Plugin.Core
Expand Down Expand Up @@ -132,14 +133,47 @@ public void ChangeFont( object ui )

if( !UnityObjectReferenceComparer.Default.Equals( newFont, previousFont ) )
{
var fontMaterialProperty = clrType.CachedProperty( "fontSharedMaterial" );
var oldMaterial = fontMaterialProperty.Get( ui );

fontProperty.Set( ui, newFont );

var newMaterial = fontMaterialProperty.Get( ui );

if( oldMaterial != null && newMaterial != null )
{
object copyMaterial = null;
if( !_matCopies.TryGetValue( oldMaterial, out copyMaterial ) )
{
copyMaterial = _matCopies[ oldMaterial ] = UnityEngine.Object.Instantiate( oldMaterial as Material );

// keep original font
var uiCopy = UnityEngine.Object.Instantiate( ui as UnityEngine.Object );
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fontProperty.Set( uiCopy, previousFont );
fontMaterialProperty.Set( uiCopy, oldMaterial );

copyMaterialProperties( copyMaterial as Material, newMaterial as Material );
}
fontMaterialProperty.Set( ui, copyMaterial );
}

_unfont = obj =>
{
fontProperty.Set( obj, previousFont );
fontMaterialProperty.Set( obj, oldMaterial );
};
}
}
}
static WeakDictionary<object, object> _matCopies = new WeakDictionary<object, object>();

static void copyMaterialProperties( Material dst, Material src )
{
dst.SetTexture( "_MainTex", src.GetTexture( "_MainTex" ) );
dst.SetFloat( "_TextureHeight", src.GetFloat( "_TextureHeight" ) );
dst.SetFloat( "_TextureWidth", src.GetFloat( "_TextureWidth" ) );
dst.SetFloat( "_GradientScale", src.GetFloat( "_GradientScale" ) );
}

public void UnchangeFont( object ui )
{
Expand Down