Cleanup stuff in #2019
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@@ -172,9 +172,9 @@ namespace FlaxEditor.Options
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set
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{
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if (value == null)
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_outputLogFont = new FontReference(FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.InconsolataRegularFont), 10);
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_outputLogFont = new FontReference(ConsoleFont, 10);
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else if (!value.Font)
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_outputLogFont.Font = FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.InconsolataRegularFont);
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_outputLogFont.Font = ConsoleFont;
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else
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_outputLogFont = value;
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}
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@@ -237,8 +237,7 @@ namespace FlaxEditor.Options
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public int NumberOfGameClientsToLaunch = 1;
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private static FontAsset DefaultFont => FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.PrimaryFont);
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private static FontAsset ConsoleFont => FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.PrimaryFont);
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private static FontAsset ConsoleFont => FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.InconsolataRegularFont);
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private FontReference _titleFont = new FontReference(DefaultFont, 18);
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private FontReference _largeFont = new FontReference(DefaultFont, 14);
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@@ -247,9 +246,10 @@ namespace FlaxEditor.Options
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private FontReference _outputLogFont = new FontReference(ConsoleFont, 10);
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/// <summary>
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/// The fallback fonts.
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/// The list of fallback fonts to use when main text font is missing certain characters. Empty to use fonts from GraphicsSettings.
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/// </summary>
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public FontAsset[] Fallbacks = [FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.CjkFont)];
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[EditorDisplay("Fonts"), EditorOrder(650)]
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public FontAsset[] FallbackFonts = [FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.FallbackFont)];
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/// <summary>
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/// Gets or sets the title font for editor UI.
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