436 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			436 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|  | using System; | ||
|  | using UnityEditor.SceneManagement; | ||
|  | using UnityEditor.EventSystems; | ||
|  | using UnityEngine; | ||
|  | using UnityEngine.EventSystems; | ||
|  | using UnityEngine.UI; | ||
|  | 
 | ||
|  | namespace UnityEditor.UI | ||
|  | { | ||
|  |     /// <summary> | ||
|  |     /// This script adds the UI menu options to the Unity Editor. | ||
|  |     /// </summary> | ||
|  | 
 | ||
|  |     static internal class MenuOptions | ||
|  |     { | ||
|  |         enum MenuOptionsPriorityOrder { | ||
|  |             // 2000 - Text (TMP) | ||
|  |             Image = 2001, | ||
|  |             RawImage = 2002, | ||
|  |             Panel = 2003, | ||
|  |             // 2020 - Button (TMP) | ||
|  |             Toggle = 2021, | ||
|  |             // 2022 - Dropdown (TMP) | ||
|  |             // 2023 - Input Field (TMP) | ||
|  |             Slider = 2024, | ||
|  |             Scrollbar = 2025, | ||
|  |             ScrollView = 2026, | ||
|  |             Canvas = 2060, | ||
|  |             EventSystem = 2061, | ||
|  |             Text = 2080, | ||
|  |             Button = 2081, | ||
|  |             Dropdown = 2082, | ||
|  |             InputField = 2083, | ||
|  |         }; | ||
|  | 
 | ||
|  |         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"; | ||
|  | 
 | ||
|  |         static private DefaultControls.Resources s_StandardResources; | ||
|  | 
 | ||
|  |         static private 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 class DefaultEditorFactory : DefaultControls.IFactoryControls | ||
|  |         { | ||
|  |             public static DefaultEditorFactory Default = new DefaultEditorFactory(); | ||
|  | 
 | ||
|  |             public GameObject CreateGameObject(string name, params Type[] components) | ||
|  |             { | ||
|  |                 return ObjectFactory.CreateGameObject(name, components); | ||
|  |             } | ||
|  |         } | ||
|  | 
 | ||
|  |         private class FactorySwapToEditor : IDisposable | ||
|  |         { | ||
|  |             DefaultControls.IFactoryControls factory; | ||
|  | 
 | ||
|  |             public FactorySwapToEditor() | ||
|  |             { | ||
|  |                 factory = DefaultControls.factory; | ||
|  |                 DefaultControls.factory = DefaultEditorFactory.Default; | ||
|  |             } | ||
|  | 
 | ||
|  |             public void Dispose() | ||
|  |             { | ||
|  |                 DefaultControls.factory = factory; | ||
|  |             } | ||
|  |         } | ||
|  | 
 | ||
|  |         private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform) | ||
|  |         { | ||
|  |             SceneView sceneView = SceneView.lastActiveSceneView; | ||
|  | 
 | ||
|  |             // Couldn't find a SceneView. Don't set position. | ||
|  |             if (sceneView == null || sceneView.camera == null) | ||
|  |                 return; | ||
|  | 
 | ||
|  |             // Create world space Plane from canvas position. | ||
|  |             Vector2 localPlanePosition; | ||
|  |             Camera camera = sceneView.camera; | ||
|  |             Vector3 position = Vector3.zero; | ||
|  |             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 = MenuOptions.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); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Graphic elements | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Image", false, (int)MenuOptionsPriorityOrder.Image)] | ||
|  |         static public void AddImage(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateImage(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Raw Image", false, (int)MenuOptionsPriorityOrder.RawImage)] | ||
|  |         static public void AddRawImage(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateRawImage(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Panel", false, (int)MenuOptionsPriorityOrder.Panel)] | ||
|  |         static public void AddPanel(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreatePanel(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  | 
 | ||
|  |             // Panel is special, we need to ensure there's no padding after repositioning. | ||
|  |             RectTransform rect = go.GetComponent<RectTransform>(); | ||
|  |             rect.anchoredPosition = Vector2.zero; | ||
|  |             rect.sizeDelta = Vector2.zero; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Controls | ||
|  | 
 | ||
|  |         // Toggle is a control you just click on. | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Toggle", false, (int)MenuOptionsPriorityOrder.Toggle)] | ||
|  |         static public void AddToggle(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateToggle(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Slider and Scrollbar modify a number | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Slider", false, (int)MenuOptionsPriorityOrder.Slider)] | ||
|  |         static public void AddSlider(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateSlider(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Scrollbar", false, (int)MenuOptionsPriorityOrder.Scrollbar)] | ||
|  |         static public void AddScrollbar(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateScrollbar(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Scroll View", false, (int)MenuOptionsPriorityOrder.ScrollView)] | ||
|  |         static public void AddScrollView(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateScrollView(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Containers | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Canvas", false, (int)MenuOptionsPriorityOrder.Canvas)] | ||
|  |         static public void AddCanvas(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             var go = CreateNewUI(); | ||
|  |             SetParentAndAlign(go, menuCommand.context as GameObject); | ||
|  |             if (go.transform.parent as RectTransform) | ||
|  |             { | ||
|  |                 RectTransform rect = go.transform as RectTransform; | ||
|  |                 rect.anchorMin = Vector2.zero; | ||
|  |                 rect.anchorMax = Vector2.one; | ||
|  |                 rect.anchoredPosition = Vector2.zero; | ||
|  |                 rect.sizeDelta = Vector2.zero; | ||
|  |             } | ||
|  |             Selection.activeGameObject = go; | ||
|  |         } | ||
|  | 
 | ||
|  |         // Legacy Elements | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Legacy/Text", false, (int)MenuOptionsPriorityOrder.Text)] | ||
|  |         static public void AddText(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateText(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Legacy/Button", false, (int)MenuOptionsPriorityOrder.Button)] | ||
|  |         static public void AddButton(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateButton(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Legacy/Dropdown", false, (int)MenuOptionsPriorityOrder.Dropdown)] | ||
|  |         static public void AddDropdown(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateDropdown(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Legacy/Input Field", false, (int)MenuOptionsPriorityOrder.InputField)] | ||
|  |         public static void AddInputField(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject go; | ||
|  |             using (new FactorySwapToEditor()) | ||
|  |                 go = DefaultControls.CreateInputField(GetStandardResources()); | ||
|  |             PlaceUIElementRoot(go, menuCommand); | ||
|  |         } | ||
|  | 
 | ||
|  |         // Helper methods | ||
|  | 
 | ||
|  |         static public GameObject CreateNewUI() | ||
|  |         { | ||
|  |             // Root for the UI | ||
|  |             var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster)); | ||
|  |             root.layer = LayerMask.NameToLayer(kUILayerName); | ||
|  |             Canvas canvas = root.GetComponent<Canvas>(); | ||
|  |             canvas.renderMode = RenderMode.ScreenSpaceOverlay; | ||
|  | 
 | ||
|  |             // Works for all stages. | ||
|  |             StageUtility.PlaceGameObjectInCurrentStage(root); | ||
|  |             bool customScene = false; | ||
|  |             PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage(); | ||
|  |             if (prefabStage != null) | ||
|  |             { | ||
|  |                 Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, ""); | ||
|  |                 customScene = true; | ||
|  |             } | ||
|  | 
 | ||
|  |             Undo.SetCurrentGroupName("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; | ||
|  |         } | ||
|  | 
 | ||
|  |         [MenuItem("GameObject/UI/Event System", false, (int)MenuOptionsPriorityOrder.EventSystem)] | ||
|  |         public static void CreateEventSystem(MenuCommand menuCommand) | ||
|  |         { | ||
|  |             GameObject parent = menuCommand.context as GameObject; | ||
|  |             CreateEventSystem(true, parent); | ||
|  |         } | ||
|  | 
 | ||
|  |         private static void CreateEventSystem(bool select) | ||
|  |         { | ||
|  |             CreateEventSystem(select, null); | ||
|  |         } | ||
|  | 
 | ||
|  |         private static void CreateEventSystem(bool select, GameObject parent) | ||
|  |         { | ||
|  |             StageHandle stage = parent == null ? StageUtility.GetCurrentStageHandle() : StageUtility.GetStageHandle(parent); | ||
|  |             var esys = stage.FindComponentOfType<EventSystem>(); | ||
|  |             if (esys == null) | ||
|  |             { | ||
|  |                 var eventSystem = ObjectFactory.CreateGameObject("EventSystem"); | ||
|  |                 if (parent == null) | ||
|  |                     StageUtility.PlaceGameObjectInCurrentStage(eventSystem); | ||
|  |                 else | ||
|  |                     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. | ||
|  |         static public 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 MenuOptions.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; | ||
|  | 
 | ||
|  |             return StageUtility.GetStageHandle(canvas.gameObject) == StageUtility.GetCurrentStageHandle(); | ||
|  |         } | ||
|  |     } | ||
|  | } |