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Tools/Editor/Square.png
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Tools/Editor/Square.png
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531
Tools/Editor/ToolsEditor.cs
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531
Tools/Editor/ToolsEditor.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.UI;
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using TMPro;
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using Cinemachine;
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using UnityEngine.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine.EventSystems;
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using UnityEditor.Experimental.SceneManagement;
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using System;
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public class ToolsEditor{
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[MenuItem("GameObject/Tools/AudioManager", false, 10)]
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static void CreateAudioManager(){
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GameObject audioManager = new GameObject("AudioManager");
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audioManager.AddComponent<AudioManager>();
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}
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[MenuItem("GameObject/Tools/Dialogue System", false, 10)]
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static void CreateDialogueSystem(){
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GameObject dialogueCanvas = new GameObject("DialogueCanvas");
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dialogueCanvas.AddComponent<RectTransform>();
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Canvas canvas = dialogueCanvas.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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dialogueCanvas.AddComponent<CanvasScaler>();
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dialogueCanvas.AddComponent<GraphicRaycaster>();
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GameObject text = new GameObject("TMP_Animated");
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text.transform.SetParent(dialogueCanvas.transform);
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text.AddComponent<TMP_Animated>().text = "New Text";
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text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
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GameObject name = new GameObject("NameText");
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name.transform.SetParent(dialogueCanvas.transform);
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name.AddComponent<TextMeshProUGUI>().text = "Name";
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name.GetComponent<RectTransform>().anchoredPosition = Vector2.up * 50f;
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GameObject image = new GameObject("Image");
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image.transform.SetParent(dialogueCanvas.transform);
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image.AddComponent<Image>();
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image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f);
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DialogueSystem dialogueSystem = dialogueCanvas.AddComponent<DialogueSystem>();
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dialogueSystem.nameText = name.GetComponent<TextMeshProUGUI>();
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dialogueSystem.dialogue = text.GetComponent<TMP_Animated>();
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dialogueSystem.faceImage = image.GetComponent<Image>();
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dialogueSystem.nameField = name;
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}
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[MenuItem("GameObject/Tools/Camera Trigger/2D", false, 10)]
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static void CreateCameraTrigger2D(){
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GameObject cameraTrigger = new GameObject("CameraTrigger2D");
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cameraTrigger.AddComponent<BoxCollider2D>();
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cameraTrigger.AddComponent<CMCameraTrigger>();
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GameObject vCam = new GameObject("CM vcam1");
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vCam.transform.SetParent(cameraTrigger.transform);
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vCam.SetActive(false);
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CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
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cam.m_Lens.Orthographic = true;
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}
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[MenuItem("GameObject/Tools/Camera Trigger/3D", false, 10)]
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static void CreateCameraTrigger3D(){
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GameObject cameraTrigger = new GameObject("CameraTrigger3D");
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cameraTrigger.AddComponent<BoxCollider>();
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cameraTrigger.AddComponent<CMCameraTrigger>();
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GameObject vCam = new GameObject("CM vcam1");
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vCam.transform.SetParent(cameraTrigger.transform);
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vCam.SetActive(false);
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CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
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cam.m_Lens.FieldOfView = 60f;
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}
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#if CINEMACHINE_271_OR_NEWER
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[MenuItem("GameObject/Tools/ScreenShake Camera/2D", false, 10)]
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static void CreateScreenShakeCamera2d(){
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GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
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CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
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vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Orthographic;
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CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
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NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
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shake.m_NoiseProfile = noise;
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shake.m_AmplitudeGain = 0f;
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shake.m_FrequencyGain = 1f;
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}
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[MenuItem("GameObject/Tools/ScreenShake Camera/3D", false, 10)]
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static void CreateScreenShakeCamera3d(){
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GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
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CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
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vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Perspective;
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CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
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NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
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shake.m_NoiseProfile = noise;
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shake.m_AmplitudeGain = 0f;
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shake.m_FrequencyGain = 1f;
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}
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#else
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[MenuItem("GameObject/Tools/ScreenShake Camera", false, 10)]
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static void CreateScreenShakeCamera2d(){
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GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
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CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
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CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
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NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
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shake.m_NoiseProfile = noise;
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shake.m_AmplitudeGain = 0f;
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shake.m_FrequencyGain = 1f;
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}
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#endif
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[MenuItem("Assets/Create/Tools/Create Loading Scene")]
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static void CreateLoadingScene(){
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EditorSceneManager.SaveOpenScenes();
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Scene loadingScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
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loadingScene.name = "Loading";
|
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|
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GameObject loaderCallback = new GameObject("LoaderCallback");
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loaderCallback.AddComponent<LoaderCallback>();
|
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|
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GameObject canvasObj = new GameObject("Canvas");
|
||||
Canvas canvas = canvasObj.AddComponent<Canvas>();
|
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
|
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CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
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canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
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canvasScaler.referenceResolution = new Vector2Int(951, 535);
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canvasScaler.matchWidthOrHeight = 1f;
|
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|
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canvasObj.AddComponent<GraphicRaycaster>();
|
||||
|
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TextMeshProUGUI loadingText = new GameObject("LoadingText").AddComponent<TextMeshProUGUI>();
|
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loadingText.transform.SetParent(canvasObj.transform);
|
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RectTransform loadingTextTransform = loadingText.GetComponent<RectTransform>();
|
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loadingTextTransform.anchoredPosition = new Vector2Int(-333, -212);
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loadingTextTransform.sizeDelta = new Vector2Int(237, 52);
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loadingText.text = "LOADING...";
|
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|
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Image bg = new GameObject("bg").AddComponent<Image>();
|
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bg.transform.SetParent(canvasObj.transform);
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RectTransform bgTransform = bg.GetComponent<RectTransform>();
|
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bgTransform.anchoredPosition = new Vector2Int(0, -235);
|
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bgTransform.sizeDelta = new Vector2Int(900, 20);
|
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bg.color = new Color(36f / 255f, 36f / 255f, 36f / 255f);
|
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|
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Image progressBar = new GameObject("ProgressBar").AddComponent<Image>();
|
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progressBar.transform.SetParent(bg.transform);
|
||||
RectTransform progressBarTransform = progressBar.GetComponent<RectTransform>();
|
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progressBarTransform.anchoredPosition = Vector2.zero;
|
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progressBarTransform.sizeDelta = new Vector2Int(900, 20);
|
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|
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progressBar.sprite = (Sprite)AssetDatabase.LoadAssetAtPath("Packages/com.geri.simpletools/Tools/Editor/Square.png", typeof(Sprite));
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progressBar.type = Image.Type.Filled;
|
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progressBar.fillMethod = Image.FillMethod.Horizontal;
|
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progressBar.fillOrigin = (int)Image.OriginHorizontal.Left;
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progressBar.fillAmount = 1f;
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progressBar.gameObject.AddComponent<LoadingProgressBar>();
|
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}
|
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|
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[MenuItem("Assets/Create/Tools/Create Menu Scene")]
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static void CreateMenuScene(){
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EditorSceneManager.SaveOpenScenes();
|
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|
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Scene menuScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
|
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menuScene.name = "Menu";
|
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|
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GameObject canvasObj = new GameObject("Canvas");
|
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Canvas canvas = canvasObj.AddComponent<Canvas>();
|
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
|
||||
CreateEventSystem(false, null);
|
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CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
|
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canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
canvasScaler.referenceResolution = new Vector2Int(951, 535);
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canvasScaler.matchWidthOrHeight = 1f;
|
||||
|
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canvasObj.AddComponent<GraphicRaycaster>();
|
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|
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GameObject qualityDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
|
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qualityDropdown.transform.SetParent(canvasObj.transform);
|
||||
RectTransform qualityRectTransform = qualityDropdown.GetComponent<RectTransform>();
|
||||
qualityRectTransform.anchoredPosition = Vector2.up * 15f;
|
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qualityDropdown.name = "QualityDropdown";
|
||||
|
||||
GameObject resolutionDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
|
||||
resolutionDropdown.transform.SetParent(canvasObj.transform);
|
||||
RectTransform resolutionRectTransform = resolutionDropdown.GetComponent<RectTransform>();
|
||||
resolutionRectTransform.anchoredPosition = Vector2.down * 15f;
|
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resolutionDropdown.name = "ResolutionDropdown";
|
||||
|
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GameObject musicSlider;
|
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using (new FactorySwapToEditor())
|
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musicSlider = DefaultControls.CreateSlider(GetStandardUIResources());
|
||||
musicSlider.transform.SetParent(canvasObj.transform);
|
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RectTransform musicRectTransform = musicSlider.GetComponent<RectTransform>();
|
||||
musicRectTransform.anchoredPosition = Vector2.down * 40f;
|
||||
musicSlider.name = "MusicSlider";
|
||||
|
||||
GameObject sfxSlider;
|
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using (new FactorySwapToEditor())
|
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sfxSlider = DefaultControls.CreateSlider(GetStandardUIResources());
|
||||
sfxSlider.transform.SetParent(canvasObj.transform);
|
||||
RectTransform sfxRectTransform = sfxSlider.GetComponent<RectTransform>();
|
||||
sfxRectTransform.anchoredPosition = Vector2.down * 60;
|
||||
sfxSlider.name = "MusicSlider";
|
||||
|
||||
GameObject playButton = TMP_DefaultControls.CreateButton(GetStandardResources());
|
||||
playButton.transform.SetParent(canvasObj.transform);
|
||||
TMP_Text playTextComponent = playButton.GetComponentInChildren<TMP_Text>();
|
||||
playTextComponent.fontSize = 24;
|
||||
playTextComponent.text = "PLAY";
|
||||
RectTransform playRectTransform = playButton.GetComponent<RectTransform>();
|
||||
playRectTransform.anchoredPosition = Vector2.up * 45f;
|
||||
playButton.name = "PlayButton";
|
||||
|
||||
GameObject quitButton = TMP_DefaultControls.CreateButton(GetStandardResources());
|
||||
quitButton.transform.SetParent(canvasObj.transform);
|
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TMP_Text quitTextComponent = quitButton.GetComponentInChildren<TMP_Text>();
|
||||
quitTextComponent.fontSize = 24;
|
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quitTextComponent.text = "QUIT";
|
||||
RectTransform quitRectTransform = quitButton.GetComponent<RectTransform>();
|
||||
quitRectTransform.anchoredPosition = Vector2.down * 85f;
|
||||
quitButton.name = "QuitButton";
|
||||
|
||||
MenuController menuController = canvasObj.AddComponent<MenuController>();
|
||||
Slider sliderMusic = menuController.musicSlider = musicSlider.GetComponent<Slider>();
|
||||
Slider sliderSfx = menuController.sfxSlider = sfxSlider.GetComponent<Slider>();
|
||||
TMP_Dropdown dropdownQuality = menuController.qualityDropdown = qualityDropdown.GetComponent<TMP_Dropdown>();
|
||||
TMP_Dropdown dropdownResolution = menuController.resolutionDropdown = resolutionDropdown.GetComponent<TMP_Dropdown>();
|
||||
|
||||
sliderMusic.onValueChanged.AddListener(menuController.SetMusicVolume);
|
||||
sliderSfx.onValueChanged.AddListener(menuController.SetSfxVolume);
|
||||
dropdownQuality.onValueChanged.AddListener(menuController.SetQuality);
|
||||
dropdownResolution.onValueChanged.AddListener(menuController.SetResolution);
|
||||
|
||||
playButton.GetComponent<Button>().onClick.AddListener(menuController.Play);
|
||||
quitButton.GetComponent<Button>().onClick.AddListener(menuController.Quit);
|
||||
}
|
||||
|
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#region CreateUISettings
|
||||
const string kUILayerName = "UI";
|
||||
|
||||
const string kStandardSpritePath = "UI/Skin/UISprite.psd";
|
||||
const string kBackgroundSpritePath = "UI/Skin/Background.psd";
|
||||
const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";
|
||||
const string kKnobPath = "UI/Skin/Knob.psd";
|
||||
const string kCheckmarkPath = "UI/Skin/Checkmark.psd";
|
||||
const string kDropdownArrowPath = "UI/Skin/DropdownArrow.psd";
|
||||
const string kMaskPath = "UI/Skin/UIMask.psd";
|
||||
|
||||
static TMP_DefaultControls.Resources s_StandardResources;
|
||||
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
static void CreateEventSystem(bool select){
|
||||
CreateEventSystem(select, null);
|
||||
}
|
||||
static void CreateEventSystem(bool select, GameObject parent){
|
||||
var esys = UnityEngine.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.
|
||||
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;
|
||||
}
|
||||
|
||||
class FactorySwapToEditor : IDisposable{
|
||||
DefaultControls.IFactoryControls factory;
|
||||
|
||||
public FactorySwapToEditor(){
|
||||
factory = DefaultControls.factory;
|
||||
DefaultControls.factory = DefaultEditorFactory.Default;
|
||||
}
|
||||
|
||||
public void Dispose(){
|
||||
DefaultControls.factory = factory;
|
||||
}
|
||||
}
|
||||
|
||||
const string kStandardSpritePathDefault = "UI/Skin/UISprite.psd";
|
||||
const string kBackgroundSpritePathDefault = "UI/Skin/Background.psd";
|
||||
const string kInputFieldBackgroundPathDefault = "UI/Skin/InputFieldBackground.psd";
|
||||
const string kKnobPathDefault = "UI/Skin/Knob.psd";
|
||||
const string kCheckmarkPathDefault = "UI/Skin/Checkmark.psd";
|
||||
const string kDropdownArrowPathDefault = "UI/Skin/DropdownArrow.psd";
|
||||
const string kMaskPathDefault = "UI/Skin/UIMask.psd";
|
||||
|
||||
static DefaultControls.Resources s_StandardResourcesDefault;
|
||||
static DefaultControls.Resources GetStandardUIResources(){
|
||||
if (s_StandardResourcesDefault.standard == null){
|
||||
s_StandardResourcesDefault.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePathDefault);
|
||||
s_StandardResourcesDefault.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePathDefault);
|
||||
s_StandardResourcesDefault.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPathDefault);
|
||||
s_StandardResourcesDefault.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPathDefault);
|
||||
s_StandardResourcesDefault.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPathDefault);
|
||||
s_StandardResourcesDefault.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPathDefault);
|
||||
s_StandardResourcesDefault.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPathDefault);
|
||||
}
|
||||
return s_StandardResourcesDefault;
|
||||
}
|
||||
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.GetComponentsInParent<Canvas>(true).Length == 0){
|
||||
// Create canvas under context GameObject,
|
||||
// and make that be the parent which UI element is added under.
|
||||
GameObject canvas = CreateNewUIDefault();
|
||||
Undo.SetTransformParent(canvas.transform, parent.transform, "");
|
||||
parent = canvas;
|
||||
}
|
||||
|
||||
GameObjectUtility.EnsureUniqueNameForSibling(element);
|
||||
|
||||
SetParentAndAlign(element, parent);
|
||||
if (!explicitParentChoice) // not a context click, so center in sceneview
|
||||
SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());
|
||||
|
||||
// This call ensure any change made to created Objects after they where registered will be part of the Undo.
|
||||
Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");
|
||||
|
||||
// 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);
|
||||
|
||||
Selection.activeGameObject = element;
|
||||
}
|
||||
static GameObject CreateNewUIDefault(){
|
||||
// Root for the UI
|
||||
var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||
root.layer = LayerMask.NameToLayer(kUILayerName);
|
||||
Canvas canvas = root.GetComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
|
||||
// Works for all stages.
|
||||
StageUtility.PlaceGameObjectInCurrentStage(root);
|
||||
bool customScene = false;
|
||||
PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (prefabStage != null){
|
||||
Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");
|
||||
customScene = true;
|
||||
}
|
||||
|
||||
Undo.SetCurrentGroupName("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;
|
||||
}
|
||||
static void SetParentAndAlign(GameObject child, GameObject parent){
|
||||
if (parent == null)
|
||||
return;
|
||||
|
||||
Undo.SetTransformParent(child.transform, parent.transform, "");
|
||||
|
||||
RectTransform rectTransform = child.transform as RectTransform;
|
||||
if (rectTransform){
|
||||
rectTransform.anchoredPosition = Vector2.zero;
|
||||
Vector3 localPosition = rectTransform.localPosition;
|
||||
localPosition.z = 0;
|
||||
rectTransform.localPosition = localPosition;
|
||||
}else{
|
||||
child.transform.localPosition = Vector3.zero;
|
||||
}
|
||||
child.transform.localRotation = Quaternion.identity;
|
||||
child.transform.localScale = Vector3.one;
|
||||
|
||||
SetLayerRecursively(child, parent.layer);
|
||||
}
|
||||
static void SetLayerRecursively(GameObject go, int layer){
|
||||
go.layer = layer;
|
||||
Transform t = go.transform;
|
||||
for (int i = 0; i < t.childCount; i++)
|
||||
SetLayerRecursively(t.GetChild(i).gameObject, layer);
|
||||
}
|
||||
class DefaultEditorFactory : DefaultControls.IFactoryControls{
|
||||
public static DefaultEditorFactory Default = new DefaultEditorFactory();
|
||||
|
||||
public GameObject CreateGameObject(string name, params Type[] components){
|
||||
return ObjectFactory.CreateGameObject(name, components);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
11
Tools/Editor/ToolsEditor.cs.meta
Normal file
11
Tools/Editor/ToolsEditor.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2c0943954f274aa44b030be2d213a763
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue