436 lines
18 KiB
C#
436 lines
18 KiB
C#
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using System;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace UnityEditor.UI
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{
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/// <summary>
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/// This script adds the UI menu options to the Unity Editor.
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/// </summary>
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static internal class MenuOptions
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{
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enum MenuOptionsPriorityOrder
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{
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// 2000 - Text (TMP 4.0)
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Image = 2001,
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RawImage = 2002,
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Panel = 2003,
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// 2020 - Button (TMP 4.0)
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Toggle = 2021,
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// 2022 - Dropdown (TMP 4.0)
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// 2023 - Input Field (TMP 4.0)
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Slider = 2024,
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Scrollbar = 2025,
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ScrollView = 2026,
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Canvas = 2060,
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EventSystem = 2061,
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Text = 2080,
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Button = 2081,
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Dropdown = 2082,
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InputField = 2083,
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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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static private DefaultControls.Resources s_StandardResources;
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static private 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 class DefaultEditorFactory : DefaultControls.IFactoryControls
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{
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public static DefaultEditorFactory Default = new DefaultEditorFactory();
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public GameObject CreateGameObject(string name, params Type[] components)
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{
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return ObjectFactory.CreateGameObject(name, components);
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}
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}
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private class FactorySwapToEditor : IDisposable
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{
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DefaultControls.IFactoryControls factory;
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public FactorySwapToEditor()
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{
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factory = DefaultControls.factory;
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DefaultControls.factory = DefaultEditorFactory.Default;
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}
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public void Dispose()
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{
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DefaultControls.factory = factory;
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}
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}
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private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)
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{
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SceneView sceneView = SceneView.lastActiveSceneView;
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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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Vector2 localPlanePosition;
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Camera camera = sceneView.camera;
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Vector3 position = Vector3.zero;
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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 = MenuOptions.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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// Graphic elements
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[MenuItem("GameObject/UI/Legacy/Text", false, (int)MenuOptionsPriorityOrder.Text)]
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static public void AddText(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateText(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Image", false, (int)MenuOptionsPriorityOrder.Image)]
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static public void AddImage(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateImage(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Raw Image", false, (int)MenuOptionsPriorityOrder.RawImage)]
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static public void AddRawImage(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateRawImage(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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// Controls
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// Button and toggle are controls you just click on.
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[MenuItem("GameObject/UI/Legacy/Button", false, (int)MenuOptionsPriorityOrder.Button)]
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static public void AddButton(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateButton(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Toggle", false, (int)MenuOptionsPriorityOrder.Toggle)]
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static public void AddToggle(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateToggle(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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// Slider and Scrollbar modify a number
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[MenuItem("GameObject/UI/Slider", false, (int)MenuOptionsPriorityOrder.Slider)]
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static public void AddSlider(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateSlider(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Scrollbar", false, (int)MenuOptionsPriorityOrder.Scrollbar)]
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static public void AddScrollbar(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateScrollbar(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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// More advanced controls below
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[MenuItem("GameObject/UI/Legacy/Dropdown", false, (int)MenuOptionsPriorityOrder.Dropdown)]
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static public void AddDropdown(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateDropdown(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Legacy/Input Field", false, (int)MenuOptionsPriorityOrder.InputField)]
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public static void AddInputField(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateInputField(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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// Containers
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[MenuItem("GameObject/UI/Canvas", false, (int)MenuOptionsPriorityOrder.Canvas)]
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static public void AddCanvas(MenuCommand menuCommand)
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{
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var go = CreateNewUI();
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SetParentAndAlign(go, menuCommand.context as GameObject);
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if (go.transform.parent as RectTransform)
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{
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RectTransform rect = go.transform as RectTransform;
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rect.anchorMin = Vector2.zero;
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rect.anchorMax = Vector2.one;
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rect.anchoredPosition = Vector2.zero;
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rect.sizeDelta = Vector2.zero;
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}
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Selection.activeGameObject = go;
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}
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[MenuItem("GameObject/UI/Panel", false, (int)MenuOptionsPriorityOrder.Panel)]
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static public void AddPanel(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreatePanel(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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// Panel is special, we need to ensure there's no padding after repositioning.
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RectTransform rect = go.GetComponent<RectTransform>();
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rect.anchoredPosition = Vector2.zero;
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rect.sizeDelta = Vector2.zero;
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}
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[MenuItem("GameObject/UI/Scroll View", false, (int)MenuOptionsPriorityOrder.ScrollView)]
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static public void AddScrollView(MenuCommand menuCommand)
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{
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GameObject go;
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using (new FactorySwapToEditor())
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go = DefaultControls.CreateScrollView(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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// Helper methods
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static public GameObject CreateNewUI()
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{
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// Root for the UI
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var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
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root.layer = LayerMask.NameToLayer(kUILayerName);
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Canvas canvas = root.GetComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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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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Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
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customScene = true;
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}
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Undo.SetCurrentGroupName("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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[MenuItem("GameObject/UI/Event System", false, (int)MenuOptionsPriorityOrder.EventSystem)]
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public static void CreateEventSystem(MenuCommand menuCommand)
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{
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GameObject parent = menuCommand.context as GameObject;
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CreateEventSystem(true, parent);
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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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StageHandle stage = parent == null ? StageUtility.GetCurrentStageHandle() : StageUtility.GetStageHandle(parent);
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var esys = stage.FindComponentOfType<EventSystem>();
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if (esys == null)
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{
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var eventSystem = ObjectFactory.CreateGameObject("EventSystem");
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if (parent == null)
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StageUtility.PlaceGameObjectInCurrentStage(eventSystem);
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else
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SetParentAndAlign(eventSystem, parent);
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esys = ObjectFactory.AddComponent<EventSystem>(eventSystem);
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ObjectFactory.AddComponent<StandaloneInputModule>(eventSystem);
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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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static public 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 MenuOptions.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)
|
||
|
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;
|
||
|
|
||
|
return StageUtility.GetStageHandle(canvas.gameObject) == StageUtility.GetCurrentStageHandle();
|
||
|
}
|
||
|
}
|
||
|
}
|