396 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			396 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | using UnityEngine; | |||
|  | using UnityEditor; | |||
|  | using UnityEditor.Presets; | |||
|  | using UnityEditor.SceneManagement; | |||
|  | using UnityEditor.Experimental.SceneManagement; | |||
|  | using UnityEditor.EventSystems; | |||
|  | using UnityEngine.SceneManagement; | |||
|  | using UnityEngine.UI; | |||
|  | using UnityEngine.EventSystems; | |||
|  | 
 | |||
|  | 
 | |||
|  | namespace TMPro.EditorUtilities | |||
|  | { | |||
|  |     public static class TMPro_CreateObjectMenu | |||
|  |     { | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Create a TextMeshPro object that works with the Mesh Renderer | |||
|  |         /// </summary> | |||
|  |         /// <param name="command"></param> | |||
|  |         [MenuItem("GameObject/3D Object/Text - TextMeshPro", false, 30)] | |||
|  |         static void CreateTextMeshProObjectPerform(MenuCommand command) | |||
|  |         { | |||
|  |             GameObject go = ObjectFactory.CreateGameObject("Text (TMP)"); | |||
|  | 
 | |||
|  |             // Add support for new prefab mode | |||
|  |             StageUtility.PlaceGameObjectInCurrentStage(go); | |||
|  | 
 | |||
|  |             TextMeshPro textComponent = ObjectFactory.AddComponent<TextMeshPro>(go); | |||
|  | 
 | |||
|  |             if (textComponent.m_isWaitingOnResourceLoad == false) | |||
|  |             { | |||
|  |                 // Get reference to potential Presets for <TextMeshPro> component | |||
|  |                 Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent); | |||
|  | 
 | |||
|  |                 if (presets == null || presets.Length == 0) | |||
|  |                 { | |||
|  |                     textComponent.text = "Sample text"; | |||
|  |                     textComponent.alignment = TextAlignmentOptions.TopLeft; | |||
|  |                 } | |||
|  |                 else | |||
|  |                 { | |||
|  |                     textComponent.renderer.sortingLayerID = textComponent._SortingLayerID; | |||
|  |                     textComponent.renderer.sortingOrder = textComponent._SortingOrder; | |||
|  |                 } | |||
|  | 
 | |||
|  |                 if (TMP_Settings.autoSizeTextContainer) | |||
|  |                 { | |||
|  |                     Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX); | |||
|  |                     textComponent.rectTransform.sizeDelta = size; | |||
|  |                 } | |||
|  |                 else | |||
|  |                 { | |||
|  |                     textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProTextContainerSize; | |||
|  |                 } | |||
|  |             } | |||
|  |             else | |||
|  |             { | |||
|  |                 textComponent.text = "Sample text"; | |||
|  |                 textComponent.alignment = TextAlignmentOptions.TopLeft; | |||
|  |             } | |||
|  | 
 | |||
|  |             Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); | |||
|  | 
 | |||
|  |             GameObject contextObject = command.context as GameObject; | |||
|  |             if (contextObject != null) | |||
|  |             { | |||
|  |                 GameObjectUtility.SetParentAndAlign(go, contextObject); | |||
|  |                 Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); | |||
|  |             } | |||
|  | 
 | |||
|  |             Selection.activeGameObject = go; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         /// <summary> | |||
|  |         /// Create a TextMeshPro object that works with the CanvasRenderer | |||
|  |         /// </summary> | |||
|  |         /// <param name="command"></param> | |||
|  |         [MenuItem("GameObject/UI/Text - TextMeshPro", false, 2001)] | |||
|  |         static void CreateTextMeshProGuiObjectPerform(MenuCommand menuCommand) | |||
|  |         { | |||
|  |             GameObject go = TMP_DefaultControls.CreateText(GetStandardResources()); | |||
|  | 
 | |||
|  |             // Override text color and font size | |||
|  |             TextMeshProUGUI textComponent = go.GetComponent<TextMeshProUGUI>(); | |||
|  | 
 | |||
|  |             if (textComponent.m_isWaitingOnResourceLoad == false) | |||
|  |             { | |||
|  |                 // Get reference to potential Presets for <TextMeshProUGUI> component | |||
|  |                 Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent); | |||
|  | 
 | |||
|  |                 if (presets == null || presets.Length == 0) | |||
|  |                 { | |||
|  |                     textComponent.fontSize = TMP_Settings.defaultFontSize; | |||
|  |                     textComponent.color = Color.white; | |||
|  |                     textComponent.text = "New Text"; | |||
|  |                 } | |||
|  | 
 | |||
|  |                 if (TMP_Settings.autoSizeTextContainer) | |||
|  |                 { | |||
|  |                     Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX); | |||
|  |                     textComponent.rectTransform.sizeDelta = size; | |||
|  |                 } | |||
|  |                 else | |||
|  |                 { | |||
|  |                     textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProUITextContainerSize; | |||
|  |                 } | |||
|  |             } | |||
|  |             else | |||
|  |             { | |||
|  |                 textComponent.fontSize = -99; | |||
|  |                 textComponent.color = Color.white; | |||
|  |                 textComponent.text = "New Text"; | |||
|  |             } | |||
|  | 
 | |||
|  |             PlaceUIElementRoot(go, menuCommand); | |||
|  |         } | |||
|  | 
 | |||
|  |         [MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)] | |||
|  |         public static void AddButton(MenuCommand menuCommand) | |||
|  |         { | |||
|  |             GameObject go = TMP_DefaultControls.CreateButton(GetStandardResources()); | |||
|  | 
 | |||
|  |             // Override font size | |||
|  |             TMP_Text textComponent = go.GetComponentInChildren<TMP_Text>(); | |||
|  |             textComponent.fontSize = 24; | |||
|  | 
 | |||
|  |             PlaceUIElementRoot(go, menuCommand); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         [MenuItem("GameObject/UI/Input Field - TextMeshPro", false, 2037)] | |||
|  |         static void AddTextMeshProInputField(MenuCommand menuCommand) | |||
|  |         { | |||
|  |             GameObject go = TMP_DefaultControls.CreateInputField(GetStandardResources()); | |||
|  |             PlaceUIElementRoot(go, menuCommand); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         [MenuItem("GameObject/UI/Dropdown - TextMeshPro", false, 2036)] | |||
|  |         public static void AddDropdown(MenuCommand menuCommand) | |||
|  |         { | |||
|  |             GameObject go = TMP_DefaultControls.CreateDropdown(GetStandardResources()); | |||
|  |             PlaceUIElementRoot(go, menuCommand); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         private const string kUILayerName = "UI"; | |||
|  | 
 | |||
|  |         private const string kStandardSpritePath = "UI/Skin/UISprite.psd"; | |||
|  |         private const string kBackgroundSpritePath = "UI/Skin/Background.psd"; | |||
|  |         private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd"; | |||
|  |         private const string kKnobPath = "UI/Skin/Knob.psd"; | |||
|  |         private const string kCheckmarkPath = "UI/Skin/Checkmark.psd"; | |||
|  |         private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd"; | |||
|  |         private const string kMaskPath = "UI/Skin/UIMask.psd"; | |||
|  | 
 | |||
|  |         private static TMP_DefaultControls.Resources s_StandardResources; | |||
|  | 
 | |||
|  | 
 | |||
|  |         private static TMP_DefaultControls.Resources GetStandardResources() | |||
|  |         { | |||
|  |             if (s_StandardResources.standard == null) | |||
|  |             { | |||
|  |                 s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath); | |||
|  |                 s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath); | |||
|  |                 s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath); | |||
|  |                 s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath); | |||
|  |                 s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath); | |||
|  |                 s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath); | |||
|  |                 s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath); | |||
|  |             } | |||
|  |             return s_StandardResources; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform) | |||
|  |         { | |||
|  |             // Find the best scene view | |||
|  |             SceneView sceneView = SceneView.lastActiveSceneView; | |||
|  | 
 | |||
|  |             if (sceneView == null && SceneView.sceneViews.Count > 0) | |||
|  |                 sceneView = SceneView.sceneViews[0] as SceneView; | |||
|  | 
 | |||
|  |             // Couldn't find a SceneView. Don't set position. | |||
|  |             if (sceneView == null || sceneView.camera == null) | |||
|  |                 return; | |||
|  | 
 | |||
|  |             // Create world space Plane from canvas position. | |||
|  |             Camera camera = sceneView.camera; | |||
|  |             Vector3 position = Vector3.zero; | |||
|  |             Vector2 localPlanePosition; | |||
|  | 
 | |||
|  |             if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition)) | |||
|  |             { | |||
|  |                 // Adjust for canvas pivot | |||
|  |                 localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x; | |||
|  |                 localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y; | |||
|  | 
 | |||
|  |                 localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x); | |||
|  |                 localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y); | |||
|  | 
 | |||
|  |                 // Adjust for anchoring | |||
|  |                 position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x; | |||
|  |                 position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y; | |||
|  | 
 | |||
|  |                 Vector3 minLocalPosition; | |||
|  |                 minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x; | |||
|  |                 minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y; | |||
|  | 
 | |||
|  |                 Vector3 maxLocalPosition; | |||
|  |                 maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x; | |||
|  |                 maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y; | |||
|  | 
 | |||
|  |                 position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x); | |||
|  |                 position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y); | |||
|  |             } | |||
|  | 
 | |||
|  |             itemTransform.anchoredPosition = position; | |||
|  |             itemTransform.localRotation = Quaternion.identity; | |||
|  |             itemTransform.localScale = Vector3.one; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand) | |||
|  |         { | |||
|  |             GameObject parent = menuCommand.context as GameObject; | |||
|  |             bool explicitParentChoice = true; | |||
|  |             if (parent == null) | |||
|  |             { | |||
|  |                 parent = GetOrCreateCanvasGameObject(); | |||
|  |                 explicitParentChoice = false; | |||
|  | 
 | |||
|  |                 // If in Prefab Mode, Canvas has to be part of Prefab contents, | |||
|  |                 // otherwise use Prefab root instead. | |||
|  |                 PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage(); | |||
|  |                 if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent)) | |||
|  |                     parent = prefabStage.prefabContentsRoot; | |||
|  |             } | |||
|  | 
 | |||
|  |             if (parent.GetComponentsInParent<Canvas>(true).Length == 0) | |||
|  |             { | |||
|  |                 // Create canvas under context GameObject, | |||
|  |                 // and make that be the parent which UI element is added under. | |||
|  |                 GameObject canvas = CreateNewUI(); | |||
|  |                 Undo.SetTransformParent(canvas.transform, parent.transform, ""); | |||
|  |                 parent = canvas; | |||
|  |             } | |||
|  | 
 | |||
|  |             GameObjectUtility.EnsureUniqueNameForSibling(element); | |||
|  | 
 | |||
|  |             SetParentAndAlign(element, parent); | |||
|  |             if (!explicitParentChoice) // not a context click, so center in sceneview | |||
|  |                 SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>()); | |||
|  | 
 | |||
|  |             // This call ensure any change made to created Objects after they where registered will be part of the Undo. | |||
|  |             Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, ""); | |||
|  | 
 | |||
|  |             // We have to fix up the undo name since the name of the object was only known after reparenting it. | |||
|  |             Undo.SetCurrentGroupName("Create " + element.name); | |||
|  | 
 | |||
|  |             Selection.activeGameObject = element; | |||
|  |         } | |||
|  | 
 | |||
|  |         private static void SetParentAndAlign(GameObject child, GameObject parent) | |||
|  |         { | |||
|  |             if (parent == null) | |||
|  |                 return; | |||
|  | 
 | |||
|  |             Undo.SetTransformParent(child.transform, parent.transform, ""); | |||
|  | 
 | |||
|  |             RectTransform rectTransform = child.transform as RectTransform; | |||
|  |             if (rectTransform) | |||
|  |             { | |||
|  |                 rectTransform.anchoredPosition = Vector2.zero; | |||
|  |                 Vector3 localPosition = rectTransform.localPosition; | |||
|  |                 localPosition.z = 0; | |||
|  |                 rectTransform.localPosition = localPosition; | |||
|  |             } | |||
|  |             else | |||
|  |             { | |||
|  |                 child.transform.localPosition = Vector3.zero; | |||
|  |             } | |||
|  |             child.transform.localRotation = Quaternion.identity; | |||
|  |             child.transform.localScale = Vector3.one; | |||
|  | 
 | |||
|  |             SetLayerRecursively(child, parent.layer); | |||
|  |         } | |||
|  | 
 | |||
|  |         private static void SetLayerRecursively(GameObject go, int layer) | |||
|  |         { | |||
|  |             go.layer = layer; | |||
|  |             Transform t = go.transform; | |||
|  |             for (int i = 0; i < t.childCount; i++) | |||
|  |                 SetLayerRecursively(t.GetChild(i).gameObject, layer); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         public static GameObject CreateNewUI() | |||
|  |         { | |||
|  |             // Root for the UI | |||
|  |             var root = new GameObject("Canvas"); | |||
|  |             root.layer = LayerMask.NameToLayer(kUILayerName); | |||
|  |             Canvas canvas = root.AddComponent<Canvas>(); | |||
|  |             canvas.renderMode = RenderMode.ScreenSpaceOverlay; | |||
|  |             root.AddComponent<CanvasScaler>(); | |||
|  |             root.AddComponent<GraphicRaycaster>(); | |||
|  | 
 | |||
|  |             // Works for all stages. | |||
|  |             StageUtility.PlaceGameObjectInCurrentStage(root); | |||
|  |             bool customScene = false; | |||
|  |             PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage(); | |||
|  |             if (prefabStage != null) | |||
|  |             { | |||
|  |                 root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false); | |||
|  |                 customScene = true; | |||
|  |             } | |||
|  | 
 | |||
|  |             Undo.RegisterCreatedObjectUndo(root, "Create " + root.name); | |||
|  | 
 | |||
|  |             // If there is no event system add one... | |||
|  |             // No need to place event system in custom scene as these are temporary anyway. | |||
|  |             // It can be argued for or against placing it in the user scenes, | |||
|  |             // but let's not modify scene user is not currently looking at. | |||
|  |             if (!customScene) | |||
|  |                 CreateEventSystem(false); | |||
|  |             return root; | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         private static void CreateEventSystem(bool select) | |||
|  |         { | |||
|  |             CreateEventSystem(select, null); | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         private static void CreateEventSystem(bool select, GameObject parent) | |||
|  |         { | |||
|  |             var esys = Object.FindFirstObjectByType<EventSystem>(); | |||
|  |             if (esys == null) | |||
|  |             { | |||
|  |                 var eventSystem = ObjectFactory.CreateGameObject("EventSystem"); | |||
|  |                 GameObjectUtility.SetParentAndAlign(eventSystem, parent); | |||
|  |                 esys = ObjectFactory.AddComponent<EventSystem>(eventSystem); | |||
|  |                 InputModuleComponentFactory.AddInputModule(eventSystem); | |||
|  | 
 | |||
|  |                 Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name); | |||
|  |             } | |||
|  | 
 | |||
|  |             if (select && esys != null) | |||
|  |             { | |||
|  |                 Selection.activeGameObject = esys.gameObject; | |||
|  |             } | |||
|  |         } | |||
|  | 
 | |||
|  | 
 | |||
|  |         // Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas. | |||
|  |         public static GameObject GetOrCreateCanvasGameObject() | |||
|  |         { | |||
|  |             GameObject selectedGo = Selection.activeGameObject; | |||
|  | 
 | |||
|  |             // Try to find a gameobject that is the selected GO or one if its parents. | |||
|  |             Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null; | |||
|  |             if (IsValidCanvas(canvas)) | |||
|  |                 return canvas.gameObject; | |||
|  | 
 | |||
|  |             // No canvas in selection or its parents? Then use any valid canvas. | |||
|  |             // We have to find all loaded Canvases, not just the ones in main scenes. | |||
|  |             Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>(); | |||
|  |             for (int i = 0; i < canvasArray.Length; i++) | |||
|  |                 if (IsValidCanvas(canvasArray[i])) | |||
|  |                     return canvasArray[i].gameObject; | |||
|  | 
 | |||
|  |             // No canvas in the scene at all? Then create a new one. | |||
|  |             return CreateNewUI(); | |||
|  |         } | |||
|  | 
 | |||
|  |         static bool IsValidCanvas(Canvas canvas) | |||
|  |         { | |||
|  |             if (canvas == null || !canvas.gameObject.activeInHierarchy) | |||
|  |                 return false; | |||
|  | 
 | |||
|  |             // It's important that the non-editable canvas from a prefab scene won't be rejected, | |||
|  |             // but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave. | |||
|  |             if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0) | |||
|  |                 return false; | |||
|  | 
 | |||
|  |             if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle()) | |||
|  |                 return false; | |||
|  | 
 | |||
|  |             return true; | |||
|  |         } | |||
|  |     } | |||
|  | } |