371 lines
16 KiB
C#
371 lines
16 KiB
C#
using UnityEngine;
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using UnityEditor;
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using UnityEditor.Presets;
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using UnityEditor.SceneManagement;
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using UnityEditor.Experimental.SceneManagement;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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namespace TMPro.EditorUtilities
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{
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public static class TMPro_CreateObjectMenu
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{
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/// <summary>
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/// Create a TextMeshPro object that works with the Mesh Renderer
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/// </summary>
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/// <param name="command"></param>
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[MenuItem("GameObject/3D Object/Text - TextMeshPro", false, 30)]
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static void CreateTextMeshProObjectPerform(MenuCommand command)
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{
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GameObject go = ObjectFactory.CreateGameObject("Text (TMP)");
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// Add support for new prefab mode
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StageUtility.PlaceGameObjectInCurrentStage(go);
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TextMeshPro textComponent = ObjectFactory.AddComponent<TextMeshPro>(go);
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if (textComponent.m_isWaitingOnResourceLoad == false)
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{
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// Get reference to potential Presets for <TextMeshPro> component
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Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);
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if (presets == null || presets.Length == 0)
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{
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textComponent.text = "Sample text";
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textComponent.alignment = TextAlignmentOptions.TopLeft;
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}
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else
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{
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textComponent.renderer.sortingLayerID = textComponent._SortingLayerID;
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textComponent.renderer.sortingOrder = textComponent._SortingOrder;
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}
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if (TMP_Settings.autoSizeTextContainer)
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{
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Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
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textComponent.rectTransform.sizeDelta = size;
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}
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else
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{
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textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProTextContainerSize;
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}
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}
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else
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{
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textComponent.text = "Sample text";
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textComponent.alignment = TextAlignmentOptions.TopLeft;
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}
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Undo.RegisterCreatedObjectUndo(go, "Create " + go.name);
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GameObject contextObject = command.context as GameObject;
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if (contextObject != null)
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{
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GameObjectUtility.SetParentAndAlign(go, contextObject);
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Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name);
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}
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Selection.activeGameObject = go;
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}
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/// <summary>
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/// Create a TextMeshPro object that works with the CanvasRenderer
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/// </summary>
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/// <param name="command"></param>
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[MenuItem("GameObject/UI/Text - TextMeshPro", false, 2001)]
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static void CreateTextMeshProGuiObjectPerform(MenuCommand menuCommand)
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{
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GameObject go = TMP_DefaultControls.CreateText(GetStandardResources());
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// Override text color and font size
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TextMeshProUGUI textComponent = go.GetComponent<TextMeshProUGUI>();
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if (textComponent.m_isWaitingOnResourceLoad == false)
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{
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// Get reference to potential Presets for <TextMeshProUGUI> component
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Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);
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if (presets == null || presets.Length == 0)
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{
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textComponent.fontSize = TMP_Settings.defaultFontSize;
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textComponent.color = Color.white;
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textComponent.text = "New Text";
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}
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if (TMP_Settings.autoSizeTextContainer)
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{
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Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
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textComponent.rectTransform.sizeDelta = size;
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}
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else
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{
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textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProUITextContainerSize;
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}
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}
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else
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{
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textComponent.fontSize = 36;
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textComponent.color = Color.white;
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textComponent.text = "New Text";
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}
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)]
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public static void AddButton(MenuCommand menuCommand)
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{
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GameObject go = TMP_DefaultControls.CreateButton(GetStandardResources());
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// Override font size
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TMP_Text textComponent = go.GetComponentInChildren<TMP_Text>();
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textComponent.fontSize = 24;
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Input Field - TextMeshPro", false, 2037)]
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static void AddTextMeshProInputField(MenuCommand menuCommand)
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{
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GameObject go = TMP_DefaultControls.CreateInputField(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Dropdown - TextMeshPro", false, 2036)]
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public static void AddDropdown(MenuCommand menuCommand)
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{
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GameObject go = TMP_DefaultControls.CreateDropdown(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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private const string kUILayerName = "UI";
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private const string kStandardSpritePath = "UI/Skin/UISprite.psd";
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private const string kBackgroundSpritePath = "UI/Skin/Background.psd";
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private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
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private const string kKnobPath = "UI/Skin/Knob.psd";
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private const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
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private const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
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private const string kMaskPath = "UI/Skin/UIMask.psd";
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private static TMP_DefaultControls.Resources s_StandardResources;
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private static TMP_DefaultControls.Resources GetStandardResources()
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{
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if (s_StandardResources.standard == null)
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{
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s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);
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s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);
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s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);
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s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);
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s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);
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s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);
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s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);
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}
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return s_StandardResources;
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}
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private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
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{
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// Find the best scene view
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SceneView sceneView = SceneView.lastActiveSceneView;
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if (sceneView == null && SceneView.sceneViews.Count > 0)
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sceneView = SceneView.sceneViews[0] as SceneView;
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// Couldn't find a SceneView. Don't set position.
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if (sceneView == null || sceneView.camera == null)
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return;
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// Create world space Plane from canvas position.
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Camera camera = sceneView.camera;
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Vector3 position = Vector3.zero;
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Vector2 localPlanePosition;
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if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))
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{
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// Adjust for canvas pivot
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localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;
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localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;
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localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);
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localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);
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// Adjust for anchoring
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position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;
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position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;
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Vector3 minLocalPosition;
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minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;
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minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;
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Vector3 maxLocalPosition;
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maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;
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maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;
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position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);
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position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);
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}
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itemTransform.anchoredPosition = position;
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itemTransform.localRotation = Quaternion.identity;
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itemTransform.localScale = Vector3.one;
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}
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private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
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{
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GameObject parent = menuCommand.context as GameObject;
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bool explicitParentChoice = true;
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if (parent == null)
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{
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parent = GetOrCreateCanvasGameObject();
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explicitParentChoice = false;
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// If in Prefab Mode, Canvas has to be part of Prefab contents,
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// otherwise use Prefab root instead.
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PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))
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parent = prefabStage.prefabContentsRoot;
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}
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if (parent.GetComponentInParent<Canvas>() == null)
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{
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// Create canvas under context GameObject,
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// and make that be the parent which UI element is added under.
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GameObject canvas = CreateNewUI();
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canvas.transform.SetParent(parent.transform, false);
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parent = canvas;
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}
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// Setting the element to be a child of an element already in the scene should
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// be sufficient to also move the element to that scene.
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// However, it seems the element needs to be already in its destination scene when the
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// RegisterCreatedObjectUndo is performed; otherwise the scene it was created in is dirtied.
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SceneManager.MoveGameObjectToScene(element, parent.scene);
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if (element.transform.parent == null)
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{
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Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name);
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}
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GameObjectUtility.EnsureUniqueNameForSibling(element);
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// We have to fix up the undo name since the name of the object was only known after reparenting it.
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Undo.SetCurrentGroupName("Create " + element.name);
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GameObjectUtility.SetParentAndAlign(element, parent);
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if (!explicitParentChoice) // not a context click, so center in sceneview
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SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
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Undo.RegisterCreatedObjectUndo(element, "Create " + element.name);
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Selection.activeGameObject = element;
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}
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public static GameObject CreateNewUI()
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{
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// Root for the UI
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var root = new GameObject("Canvas");
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root.layer = LayerMask.NameToLayer(kUILayerName);
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Canvas canvas = root.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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root.AddComponent<CanvasScaler>();
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root.AddComponent<GraphicRaycaster>();
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// Works for all stages.
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StageUtility.PlaceGameObjectInCurrentStage(root);
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bool customScene = false;
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PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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if (prefabStage != null)
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{
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root.transform.SetParent(prefabStage.prefabContentsRoot.transform, false);
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customScene = true;
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}
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Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
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// If there is no event system add one...
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// No need to place event system in custom scene as these are temporary anyway.
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// It can be argued for or against placing it in the user scenes,
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// but let's not modify scene user is not currently looking at.
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if (!customScene)
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CreateEventSystem(false);
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return root;
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}
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private static void CreateEventSystem(bool select)
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{
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CreateEventSystem(select, null);
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}
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private static void CreateEventSystem(bool select, GameObject parent)
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{
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var esys = Object.FindObjectOfType<EventSystem>();
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if (esys == null)
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{
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var eventSystem = new GameObject("EventSystem");
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GameObjectUtility.SetParentAndAlign(eventSystem, parent);
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esys = eventSystem.AddComponent<EventSystem>();
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eventSystem.AddComponent<StandaloneInputModule>();
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Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
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}
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if (select && esys != null)
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{
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Selection.activeGameObject = esys.gameObject;
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}
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}
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// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
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public static GameObject GetOrCreateCanvasGameObject()
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{
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GameObject selectedGo = Selection.activeGameObject;
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// Try to find a gameobject that is the selected GO or one if its parents.
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Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;
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if (IsValidCanvas(canvas))
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return canvas.gameObject;
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// No canvas in selection or its parents? Then use any valid canvas.
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// We have to find all loaded Canvases, not just the ones in main scenes.
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Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();
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for (int i = 0; i < canvasArray.Length; i++)
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if (IsValidCanvas(canvasArray[i]))
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return canvasArray[i].gameObject;
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// No canvas in the scene at all? Then create a new one.
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return CreateNewUI();
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}
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static bool IsValidCanvas(Canvas canvas)
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{
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if (canvas == null || !canvas.gameObject.activeInHierarchy)
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return false;
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// It's important that the non-editable canvas from a prefab scene won't be rejected,
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// but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.
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if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)
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return false;
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if (StageUtility.GetStageHandle(canvas.gameObject) != StageUtility.GetCurrentStageHandle())
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return false;
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return true;
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}
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}
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}
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