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151 lines
7.7 KiB
151 lines
7.7 KiB
3 years ago
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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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static internal class SGMenuOptions
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{
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#region code from MenuOptions.cs
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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 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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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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if (parent == null || parent.GetComponentInParent<Canvas>() == null)
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{
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parent = GetOrCreateCanvasGameObject();
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}
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string uniqueName = GameObjectUtility.GetUniqueNameForSibling(parent.transform, element.name);
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element.name = uniqueName;
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Undo.RegisterCreatedObjectUndo(element, "Create " + element.name);
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Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name);
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GameObjectUtility.SetParentAndAlign(element, parent);
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if (parent != menuCommand.context) // not a context click, so center in sceneview
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SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
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Selection.activeGameObject = element;
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}
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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 = 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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Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
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// if there is no event system add one...
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// CreateEventSystem(false);
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return root;
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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 (canvas != null && canvas.gameObject.activeInHierarchy)
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return canvas.gameObject;
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// No canvas in selection or its parents? Then use just any canvas..
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canvas = Object.FindObjectOfType(typeof(Canvas)) as Canvas;
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if (canvas != null && canvas.gameObject.activeInHierarchy)
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return canvas.gameObject;
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// No canvas in the scene at all? Then create a new one.
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return SGMenuOptions.CreateNewUI();
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}
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#endregion
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[MenuItem("GameObject/UI/Loop Horizontal Scroll Rect", false, 2151)]
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static public void AddLoopHorizontalScrollRect(MenuCommand menuCommand)
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{
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GameObject go = SGDefaultControls.CreateLoopHorizontalScrollRect(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("GameObject/UI/Loop Vertical Scroll Rect", false, 2152)]
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static public void AddLoopVerticalScrollRect(MenuCommand menuCommand)
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{
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GameObject go = SGDefaultControls.CreateLoopVerticalScrollRect(GetStandardResources());
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PlaceUIElementRoot(go, menuCommand);
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}
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}
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}
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