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LedTextDataSource

ClassLEDStudioLEDStudio
[AddComponentMenu("LED Studio/Data Sources/Text Source")]
public sealed class LedTextDataSource : LedTextBasedDataSource, ILedSource, ITextBlinkSource

Displays text content on the LED board using a built-in bitmap font. Place on the same GameObject as LEDStudio.LedBoardController or a child — it will be auto-discovered.

public override LedSourceType SourceType { get; }

No description is available for this member.

Returns

LEDStudio.LedSourceType — No return description is available.

public override bool RequiresTimeUpdates { get; }

No description is available for this member.

Returns

System.Boolean — No return description is available.

protected override ITextStyledSource StyledSource { get; }

The underlying text-styled source created by the subclass.

Returns

LEDStudio.ITextStyledSource — No return description is available.

public string Text { get; set; }

No description is available for this member.

Returns

System.String — No return description is available.

public bool TreatTextAsMarkup { get; set; }

No description is available for this member.

Returns

System.Boolean — No return description is available.

public void SetText(string value)

Runtime-friendly setter that forwards to the Text property.

Parameters

Name Type Description
value System.String
public void SetTreatTextAsMarkup(bool value)

Runtime-friendly setter that forwards to the TreatTextAsMarkup property.

Parameters

Name Type Description
value System.Boolean
protected override void CreateSource(Vector2Int targetResolution)

Create the concrete source. Called from LEDStudio.LedTextBasedDataSource.Prepare(UnityEngine.Vector2Int).

Parameters

Name Type Description
targetResolution UnityEngine.Vector2Int
protected override void UpdateSubclassProperties()

Push subclass-specific inspector changes during LEDStudio.LedTextBasedDataSource.UpdateSource(ImpossibleRobert.Common.Timing.TimeStep%40).

protected override void PushSubclassProperties()

Push all subclass-specific fields to the source (called from LEDStudio.LedTextBasedDataSource.OnValidate).

protected override void ReleaseSource()

Null out the concrete source reference (called from LEDStudio.LedTextBasedDataSource.Release).