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Fix FontStyle to use refactored filesystem
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2 files changed

+6
-5
lines changed

2 files changed

+6
-5
lines changed

Assets/Scripts/OpenTS2/Engine/Tests/MXFFontTest.cs

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,5 @@
1-
using OpenTS2.Files;
1+
using OpenTS2.Content;
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using OpenTS2.Files;
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using OpenTS2.Files.Formats.Font;
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using OpenTS2.UI.Skia;
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using System;
@@ -18,8 +19,8 @@ public class MXFFontTest : MonoBehaviour
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private void Start()
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{
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var baseGamePath = Filesystem.GetDataPathForProduct(Content.ProductFlags.BaseGame);
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var fontPath = Path.Combine(baseGamePath, $"Res/UI/Fonts/{BaseGameFontToUse}");
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var baseGamePath = Filesystem.GetPathForProduct(ProductFlags.BaseGame);
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var fontPath = Path.Combine(baseGamePath, $"TSData/Res/UI/Fonts/{BaseGameFontToUse}");
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var mxf = new MXFFile(fontPath);
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var data = mxf.DecodedData;
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if (PFBFontConverter.IsPFB(data))

Assets/Scripts/OpenTS2/UI/FontStyles.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -66,11 +66,11 @@ private void LoadFontStyles()
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private void LoadFonts()
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{
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var epManager = EPManager.Instance;
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var products = epManager.GetInstalledProducts();
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var products = Filesystem.GetProductDirectories();
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foreach(var product in products)
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{
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var fontsPath = Path.Combine(Filesystem.GetDataPathForProduct(product), "Res/UI/Fonts");
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var fontsPath = Path.Combine(product, "TSData/Res/UI/Fonts");
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if (!Directory.Exists(fontsPath)) continue;
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var fontFiles = Directory.GetFiles(fontsPath, "*.*", SearchOption.TopDirectoryOnly);
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foreach(var fontFile in fontFiles)

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