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151 lines
7.7 KiB
151 lines
7.7 KiB
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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} |