Closed doubleday closed 10 years ago
Hi I created a little patch to allow content loading of native assets for CCLabelBMFont.
Problem is that the content loading fallback doesn't work in
public static CCBMFontConfiguration Create(string fntFile) { try { return CCContentManager.SharedContentManager.Load<CCBMFontConfiguration>(fntFile); } catch (ContentLoadException) { var pRet = new CCBMFontConfiguration(); if (pRet.InitWithFNTFile(fntFile)) { return pRet; } } return null; }
InitWithFNTFile(fntFile) tries loading the asset as string but its already marked as failed asset.
Dunno if thats the right way to do it.
I'm still a bit behind master because it currently doesn't build for ios. But I think the ContentManager should merge.
Doesn't build for iOS? I build it on ios nearly every day without any problems.
Hi I created a little patch to allow content loading of native assets for CCLabelBMFont.
Problem is that the content loading fallback doesn't work in
InitWithFNTFile(fntFile) tries loading the asset as string but its already marked as failed asset.
Dunno if thats the right way to do it.
I'm still a bit behind master because it currently doesn't build for ios. But I think the ContentManager should merge.