TMPro_CreateObjectMenu.cs
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using UnityEngine;
using UnityEditor;
using UnityEditor.Presets;
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 = ObjectFactory.CreateGameObject("Text (TMP)");
// Add support for new prefab mode
StageUtility.PlaceGameObjectInCurrentStage(go);
TextMeshPro textComponent = ObjectFactory.AddComponent<TextMeshPro>(go);
if (textComponent.m_isWaitingOnResourceLoad == false)
{
// Get reference to potential Presets for <TextMeshPro> component
Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);
if (presets == null || presets.Length == 0)
{
textComponent.text = "Sample text";
textComponent.alignment = TextAlignmentOptions.TopLeft;
}
else
{
textComponent.renderer.sortingLayerID = textComponent._SortingLayerID;
textComponent.renderer.sortingOrder = textComponent._SortingOrder;
}
if (TMP_Settings.autoSizeTextContainer)
{
Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
textComponent.rectTransform.sizeDelta = size;
}
else
{
textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProTextContainerSize;
}
}
else
{
textComponent.text = "Sample text";
textComponent.alignment = TextAlignmentOptions.TopLeft;
}
Undo.RegisterCreatedObjectUndo(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
TextMeshProUGUI textComponent = go.GetComponent<TextMeshProUGUI>();
if (textComponent.m_isWaitingOnResourceLoad == false)
{
// Get reference to potential Presets for <TextMeshProUGUI> component
Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent);
if (presets == null || presets.Length == 0)
{
textComponent.fontSize = TMP_Settings.defaultFontSize;
textComponent.color = Color.white;
textComponent.text = "New Text";
}
if (TMP_Settings.autoSizeTextContainer)
{
Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX);
textComponent.rectTransform.sizeDelta = size;
}
else
{
textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProUITextContainerSize;
}
}
else
{
textComponent.fontSize = 36;
textComponent.color = Color.white;
textComponent.text = "New Text";
}
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)]
public static 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)]
public static 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";
private static TMP_DefaultControls.Resources s_StandardResources;
private static 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;
Vector2 localPlanePosition;
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.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;
}
public static 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.
public static 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;
}
}
}