using UnityEngine; using UnityEditor; using System.Collections; namespace TMPro.EditorUtilities { [CustomEditor(typeof(TMP_SubMeshUI)), CanEditMultipleObjects] public class TMP_SubMeshUI_Editor : Editor { private struct m_foldout { // Track Inspector foldout panel states, globally. //public static bool textInput = true; public static bool fontSettings = true; //public static bool extraSettings = false; //public static bool shadowSetting = false; //public static bool materialEditor = true; } private SerializedProperty fontAsset_prop; private SerializedProperty spriteAsset_prop; private TMP_SubMeshUI m_SubMeshComponent; private CanvasRenderer m_canvasRenderer; private Editor m_materialEditor; private Material m_targetMaterial; public void OnEnable() { fontAsset_prop = serializedObject.FindProperty("m_fontAsset"); spriteAsset_prop = serializedObject.FindProperty("m_spriteAsset"); m_SubMeshComponent = target as TMP_SubMeshUI; //m_rectTransform = m_SubMeshComponent.rectTransform; m_canvasRenderer = m_SubMeshComponent.canvasRenderer; // Create new Material Editor if one does not exists if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null) { m_materialEditor = Editor.CreateEditor(m_canvasRenderer.GetMaterial()); m_targetMaterial = m_canvasRenderer.GetMaterial(); } } public void OnDisable() { // Destroy material editor if one exists if (m_materialEditor != null) { //Debug.Log("Destroying Inline Material Editor."); DestroyImmediate(m_materialEditor); } } public override void OnInspectorGUI() { GUI.enabled = false; EditorGUILayout.PropertyField(fontAsset_prop); EditorGUILayout.PropertyField(spriteAsset_prop); GUI.enabled = true; EditorGUILayout.Space(); // If a Custom Material Editor exists, we use it. if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null) { Material mat = m_canvasRenderer.GetMaterial(); //Debug.Log(mat + " " + m_targetMaterial); if (mat != m_targetMaterial) { // Destroy previous Material Instance //Debug.Log("New Material has been assigned."); m_targetMaterial = mat; DestroyImmediate(m_materialEditor); } if (m_materialEditor == null) { m_materialEditor = Editor.CreateEditor(mat); } m_materialEditor.DrawHeader(); m_materialEditor.OnInspectorGUI(); } } } }