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- using UnityEngine;
- using UnityEditor;
- using UnityEditor.SceneManagement;
- using UnityEditor.Experimental.SceneManagement;
- 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 = new GameObject("Text (TMP)");
- // Add support for new prefab mode
- StageUtility.PlaceGameObjectInCurrentStage(go);
- TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
- textMeshPro.text = "Sample text";
- textMeshPro.alignment = TextAlignmentOptions.TopLeft;
- Undo.RegisterCreatedObjectUndo((Object)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
- TMP_Text textComponent = go.GetComponent<TMP_Text>();
- textComponent.color = Color.white;
- if (textComponent.m_isWaitingOnResourceLoad == false)
- textComponent.fontSize = TMP_Settings.defaultFontSize;
- PlaceUIElementRoot(go, menuCommand);
- }
- [MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)]
- static public 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)]
- static public 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";
- static private TMP_DefaultControls.Resources s_StandardResources;
- static private 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;
- if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out Vector2 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.GetComponentInParent<Canvas>() == null)
- {
- // Create canvas under context GameObject,
- // and make that be the parent which UI element is added under.
- GameObject canvas = CreateNewUI();
- canvas.transform.SetParent(parent.transform, false);
- parent = canvas;
- }
- // Setting the element to be a child of an element already in the scene should
- // be sufficient to also move the element to that scene.
- // However, it seems the element needs to be already in its destination scene when the
- // RegisterCreatedObjectUndo is performed; otherwise the scene it was created in is dirtied.
- SceneManager.MoveGameObjectToScene(element, parent.scene);
- if (element.transform.parent == null)
- {
- Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name);
- }
- GameObjectUtility.EnsureUniqueNameForSibling(element);
- // 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);
- GameObjectUtility.SetParentAndAlign(element, parent);
- if (!explicitParentChoice) // not a context click, so center in sceneview
- SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
- Undo.RegisterCreatedObjectUndo(element, "Create " + element.name);
- Selection.activeGameObject = element;
- }
- static public 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.FindObjectOfType<EventSystem>();
- if (esys == null)
- {
- var eventSystem = new GameObject("EventSystem");
- GameObjectUtility.SetParentAndAlign(eventSystem, parent);
- esys = eventSystem.AddComponent<EventSystem>();
- eventSystem.AddComponent<StandaloneInputModule>();
- 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 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;
- }
- }
- }
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