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398 lines
16 KiB
398 lines
16 KiB
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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//#if !UNITY_2021_2_OR_NEWER |
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using UnityEditor.Experimental.SceneManagement; |
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//#endif |
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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 = -99; |
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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.GetComponentsInParent<Canvas>(true).Length == 0) |
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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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Undo.SetTransformParent(canvas.transform, parent.transform, ""); |
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parent = canvas; |
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} |
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GameObjectUtility.EnsureUniqueNameForSibling(element); |
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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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// This call ensure any change made to created Objects after they where registered will be part of the Undo. |
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Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, ""); |
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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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Selection.activeGameObject = element; |
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} |
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private static void SetParentAndAlign(GameObject child, GameObject parent) |
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{ |
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if (parent == null) |
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return; |
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Undo.SetTransformParent(child.transform, parent.transform, ""); |
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RectTransform rectTransform = child.transform as RectTransform; |
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if (rectTransform) |
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{ |
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rectTransform.anchoredPosition = Vector2.zero; |
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Vector3 localPosition = rectTransform.localPosition; |
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localPosition.z = 0; |
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rectTransform.localPosition = localPosition; |
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} |
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else |
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{ |
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child.transform.localPosition = Vector3.zero; |
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} |
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child.transform.localRotation = Quaternion.identity; |
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child.transform.localScale = Vector3.one; |
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SetLayerRecursively(child, parent.layer); |
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} |
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private static void SetLayerRecursively(GameObject go, int layer) |
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{ |
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go.layer = layer; |
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Transform t = go.transform; |
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for (int i = 0; i < t.childCount; i++) |
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SetLayerRecursively(t.GetChild(i).gameObject, layer); |
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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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