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- #if UNITY_EDITOR
- using UnityEngine;
- using UnityEngine.EventSystems;
- using UnityEngine.UI;
- namespace UnityEditor.UI
- {
- internal static class SGMenuOptions
- {
- #region code from MenuOptions.cs
- 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 DefaultControls.Resources s_StandardResources;
- static private 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.
- Vector2 localPlanePosition;
- Camera camera = sceneView.camera;
- Vector3 position = Vector3.zero;
- 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;
- if (parent == null || parent.GetComponentInParent<Canvas>() == null)
- {
- parent = GetOrCreateCanvasGameObject();
- }
- string uniqueName = GameObjectUtility.GetUniqueNameForSibling(parent.transform, element.name);
- element.name = uniqueName;
- Undo.RegisterCreatedObjectUndo(element, "Create " + element.name);
- Undo.SetTransformParent(element.transform, parent.transform, "Parent " + element.name);
- GameObjectUtility.SetParentAndAlign(element, parent);
- if (parent != menuCommand.context) // not a context click, so center in sceneview
- SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
- 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>();
- Undo.RegisterCreatedObjectUndo(root, "Create " + root.name);
- // if there is no event system add one...
- // CreateEventSystem(false);
- return root;
- }
- // 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 (canvas != null && canvas.gameObject.activeInHierarchy)
- return canvas.gameObject;
- // No canvas in selection or its parents? Then use just any canvas..
- canvas = Object.FindFirstObjectByType(typeof(Canvas)) as Canvas;
- if (canvas != null && canvas.gameObject.activeInHierarchy)
- return canvas.gameObject;
- // No canvas in the scene at all? Then create a new one.
- return SGMenuOptions.CreateNewUI();
- }
- #endregion
-
- //[MenuItem("GameObject/UI/Loop Horizontal Scroll Rect", false, 2151)]
- static public void AddLoopHorizontalScrollRect(MenuCommand menuCommand)
- {
- GameObject go = SGDefaultControls.CreateLoopHorizontalScrollRect(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
- //[MenuItem("GameObject/UI/Loop Vertical Scroll Rect", false, 2152)]
- static public void AddLoopVerticalScrollRect(MenuCommand menuCommand)
- {
- GameObject go = SGDefaultControls.CreateLoopVerticalScrollRect(GetStandardResources());
- PlaceUIElementRoot(go, menuCommand);
- }
- }
- }
- #endif
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