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Custom text UI
I have this custom ASCII table that I want to use in a dialogue UI, for when characters are talking to each other. It's a .png image and each letter takes up 8x8 pixel spaces, so just set it as sprite (2D and UI) and put the sprite mode to multiple and split them all and set the Pixels Per Unit to 8. (its suppose to look like a retro UI for gameboy)
Now, is there any way I can set it all up so that each sprite is designated a letter so that I can put text in without having to create a tilemap of each dialogue that shows up? or will i have to painstakingly just make a tilemap of each dialogue. here is what im using:
Answer by DCordoba · Aug 04, 2019 at 03:28 PM
you can easy search a font that match with console type but, to make it complex, I took the challenge to automate the creation of each letter on the UI
to set up this you need to:
create a prefab with a raw Image component
create a object in the canvas with the following script and a GridLayoutGroup component attached
fill the field CustomTexture with the sprite texture that you show there
fill the field LetterPrefab with the prefab that you created
the script component, required GridLayoutGroup on the same object:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(GridLayoutGroup)]
public class CustomText : MonoBehaviour {
public string text;
public Texture CustomImage;
public RawImage LetterPrefab;
// Use this for initialization
void Start () {
foreach (char letter in text) {
CreateLetter (letter);
}
}
RawImage letterInstance;
void CreateLetter(char ch){
letterInstance = Instantiate (LetterPrefab, transform);
letterInstance.texture = CustomImage;
SetLetter(letterInstance, ch);
letterInstance.uvRect = _uvRect;
}
GameObject Letter;
Rect _uvRect = new Rect(0f,0f,.06f,.07f);
void SetLetter(RawImage Img , char a){
switch (a) {
case ' ':
_uvRect = SetRect (_uvRect,0);
break;
case '!':
_uvRect = SetRect (_uvRect,1);
break;
case '"':
_uvRect = SetRect (_uvRect,2);
break;
case '#':
_uvRect = SetRect (_uvRect,3);
break;
case '$':
_uvRect = SetRect (_uvRect,4);
break;
case '%':
_uvRect = SetRect (_uvRect,5);
break;
case '&':
_uvRect = SetRect (_uvRect,6);
break;
case '\'':
_uvRect = SetRect (_uvRect,7);
break;
case '(':
_uvRect = SetRect (_uvRect,8);
break;
case ')':
_uvRect = SetRect (_uvRect,9);
break;
case '*':
_uvRect = SetRect (_uvRect,10);
break;
case '+':
_uvRect = SetRect (_uvRect,11);
break;
case ',':
_uvRect = SetRect (_uvRect,12);
break;
case '-':
_uvRect = SetRect (_uvRect,13);
break;
case '.':
_uvRect = SetRect (_uvRect,14);
break;
case '/':
_uvRect = SetRect (_uvRect,15);
break;
case '0':
_uvRect = SetRect (_uvRect,16);
break;
case '1':
_uvRect = SetRect (_uvRect,17);
break;
case '2':
_uvRect = SetRect (_uvRect,18);
break;
case '3':
_uvRect = SetRect (_uvRect,19);
break;
case '4':
_uvRect = SetRect (_uvRect,20);
break;
case '5':
_uvRect = SetRect (_uvRect,21);
break;
case '6':
_uvRect = SetRect (_uvRect,22);
break;
case '7':
_uvRect = SetRect (_uvRect,23);
break;
case '8':
_uvRect = SetRect (_uvRect,24);
break;
case '9':
_uvRect = SetRect (_uvRect,25);
break;
case ':':
_uvRect = SetRect (_uvRect,26);
break;
case ';':
_uvRect = SetRect (_uvRect,27);
break;
case '<':
_uvRect = SetRect (_uvRect,28);
break;
case '=':
_uvRect = SetRect (_uvRect,29);
break;
case '>':
_uvRect = SetRect (_uvRect,30);
break;
case '?':
_uvRect = SetRect (_uvRect,31);
break;
case '@':
_uvRect = SetRect (_uvRect,32);
break;
case 'A':
_uvRect = SetRect (_uvRect,33);
break;
case 'B':
_uvRect = SetRect (_uvRect,34);
break;
case 'C':
_uvRect = SetRect (_uvRect,35);
break;
case 'D':
_uvRect = SetRect (_uvRect,36);
break;
case 'E':
_uvRect = SetRect (_uvRect,37);
break;
case 'F':
_uvRect = SetRect (_uvRect,38);
break;
case 'G':
_uvRect = SetRect (_uvRect,39);
break;
case 'H':
_uvRect = SetRect (_uvRect,40);
break;
case 'I':
_uvRect = SetRect (_uvRect,41);
break;
case 'J':
_uvRect = SetRect (_uvRect,42);
break;
case 'K':
_uvRect = SetRect (_uvRect,43);
break;
case 'L':
_uvRect = SetRect (_uvRect,44);
break;
case 'M':
_uvRect = SetRect (_uvRect,45);
break;
case 'N':
_uvRect = SetRect (_uvRect,46);
break;
case 'O':
_uvRect = SetRect (_uvRect,47);
break;
case 'P':
_uvRect = SetRect (_uvRect,48);
break;
case 'Q':
_uvRect = SetRect (_uvRect,49);
break;
case 'R':
_uvRect = SetRect (_uvRect,50);
break;
case 'S':
_uvRect = SetRect (_uvRect,51);
break;
case 'T':
_uvRect = SetRect (_uvRect,52);
break;
case 'U':
_uvRect = SetRect (_uvRect,53);
break;
case 'V':
_uvRect = SetRect (_uvRect,54);
break;
case 'W':
_uvRect = SetRect (_uvRect,55);
break;
case 'X':
_uvRect = SetRect (_uvRect,56);
break;
case 'Y':
_uvRect = SetRect (_uvRect,57);
break;
case 'Z':
_uvRect = SetRect (_uvRect,58);
break;
case '[':
_uvRect = SetRect (_uvRect,59);
break;
case '\\':
_uvRect = SetRect (_uvRect,60);
break;
case ']':
_uvRect = SetRect (_uvRect,61);
break;
case '^':
_uvRect = SetRect (_uvRect,62);
break;
case '_':
_uvRect = SetRect (_uvRect,63);
break;
case '`':
_uvRect = SetRect (_uvRect,64);
break;
case 'a':
_uvRect = SetRect (_uvRect,65);
break;
case 'b':
_uvRect = SetRect (_uvRect,66);
break;
case 'c':
_uvRect = SetRect (_uvRect,67);
break;
case 'd':
_uvRect = SetRect (_uvRect,68);
break;
case 'e':
_uvRect = SetRect (_uvRect,69);
break;
case 'f':
_uvRect = SetRect (_uvRect,70);
break;
case 'g':
_uvRect = SetRect (_uvRect,71);
break;
case 'h':
_uvRect = SetRect (_uvRect,72);
break;
case 'i':
_uvRect = SetRect (_uvRect,73);
break;
case 'j':
_uvRect = SetRect (_uvRect,74);
break;
case 'k':
_uvRect = SetRect (_uvRect,75);
break;
case 'l':
_uvRect = SetRect (_uvRect,76);
break;
case 'm':
_uvRect = SetRect (_uvRect,77);
break;
case 'n':
_uvRect = SetRect (_uvRect,78);
break;
case 'o':
_uvRect = SetRect (_uvRect,79);
break;
case 'p':
_uvRect = SetRect (_uvRect,80);
break;
case 'q':
_uvRect = SetRect (_uvRect,81);
break;
case 'r':
_uvRect = SetRect (_uvRect,82);
break;
case 's':
_uvRect = SetRect (_uvRect,83);
break;
case 't':
_uvRect = SetRect (_uvRect,84);
break;
case 'u':
_uvRect = SetRect (_uvRect,85);
break;
case 'v':
_uvRect = SetRect (_uvRect,86);
break;
case 'w':
_uvRect = SetRect (_uvRect,87);
break;
case 'x':
_uvRect = SetRect (_uvRect,88);
break;
case 'y':
_uvRect = SetRect (_uvRect,89);
break;
case 'z':
_uvRect = SetRect (_uvRect,90);
break;
case '{':
_uvRect = SetRect (_uvRect,91);
break;
case '|':
_uvRect = SetRect (_uvRect,92);
break;
case '}':
_uvRect = SetRect (_uvRect,93);
break;
case '~':
_uvRect = SetRect (_uvRect,94);
break;
//continue adding characters if you want, I stopped on 6 row, 13 column
default:
_uvRect = SetRect (_uvRect, 0);
break;
}
}
Rect SetRect(Rect rect, int charNum){
int x = charNum % 16;
int y = charNum / 16;
rect.x = (x)/16f;
rect.y = (13 - y)/14f ;
return rect;
}
}
if you have any questions just ask.
Aw this is dope, I'll check it out as soon as I can. Thanks
I think i kinda understand this, but i dont know what you mean with the prefab stuff
I kinda got it to work, but nothing shows up in the scene or game window. The game objects are being created, (for the word "Hello World!" 12 objects are created) and those letters are being assigned properly, by looking at each gameobjects raw image in the bottom window of the inspector. So I don't know why it's not showing.
ok never $$anonymous$$d got it working, completely forgot to add the canvas component to the game object :v
sorry to come so late, you manage to resolve it alone
note for me next time, include a example scene
you can read how to use Camera.main.WorldToScreenPoint (3d_world_desired_comment position) to put the dialogues up each character.
Your answer
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