namespace UIWidgets
{
using UnityEngine;
using UnityEngine.UI;
///
/// TextUnity.
///
public class TextUnity : ITextProxy
{
///
/// Text component.
///
protected Text Component;
///
/// GameObject.
///
public GameObject GameObject
{
get
{
return Component.gameObject;
}
}
///
/// Text.
///
public string text
{
get
{
return Component.text;
}
set
{
Component.text = value;
}
}
///
/// Graphic component.
///
public Graphic Graphic
{
get
{
return Component;
}
}
///
/// Color.
///
public Color color
{
get
{
return Component.color;
}
set
{
Component.color = value;
}
}
///
/// Font size.
///
public float fontSize
{
get
{
return Component.fontSize;
}
set
{
Component.fontSize = Mathf.RoundToInt(value);
}
}
///
/// Font style.
///
public FontStyle fontStyle
{
get
{
return Component.fontStyle;
}
set
{
Component.fontStyle = value;
}
}
///
/// Bold.
///
public bool Bold
{
get
{
return (Component.fontStyle == FontStyle.Bold) || (Component.fontStyle == FontStyle.BoldAndItalic);
}
set
{
if (Bold == value)
{
return;
}
if (value)
{
Component.fontStyle = (Component.fontStyle == FontStyle.Normal)
? FontStyle.Bold
: FontStyle.BoldAndItalic;
}
else
{
Component.fontStyle = (Component.fontStyle == FontStyle.Bold)
? FontStyle.Normal
: FontStyle.Italic;
}
}
}
///
/// Italic.
///
public bool Italic
{
get
{
return (Component.fontStyle == FontStyle.Italic) || (Component.fontStyle == FontStyle.BoldAndItalic);
}
set
{
if (Italic == value)
{
return;
}
if (value)
{
Component.fontStyle = (Component.fontStyle == FontStyle.Normal)
? FontStyle.Italic
: FontStyle.BoldAndItalic;
}
else
{
Component.fontStyle = (Component.fontStyle == FontStyle.Italic)
? FontStyle.Normal
: FontStyle.Bold;
}
}
}
///
/// Initializes a new instance of the class.
///
/// Component.
public TextUnity(Text component)
{
Component = component;
}
}
}