SimpleTools/Tools/Editor/ToolsEditor.cs
2021-01-08 18:01:14 +01:00

533 lines
26 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using TMPro;
using Cinemachine;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
using UnityEngine.EventSystems;
using UnityEditor.Experimental.SceneManagement;
using System;
public class ToolsEditor{
[MenuItem("GameObject/Tools/AudioManager", false, 10)]
static void CreateAudioManager(){
GameObject audioManager = new GameObject("AudioManager");
audioManager.AddComponent<AudioManager>();
}
[MenuItem("GameObject/Tools/Dialogue System", false, 10)]
static void CreateDialogueSystem(){
GameObject dialogueCanvas = new GameObject("DialogueCanvas");
dialogueCanvas.AddComponent<RectTransform>();
Canvas canvas = dialogueCanvas.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
dialogueCanvas.AddComponent<CanvasScaler>();
dialogueCanvas.AddComponent<GraphicRaycaster>();
GameObject text = new GameObject("TMP_Animated");
text.transform.SetParent(dialogueCanvas.transform);
text.AddComponent<TMP_Animated>().text = "New Text";
text.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
GameObject name = new GameObject("NameText");
name.transform.SetParent(dialogueCanvas.transform);
name.AddComponent<TextMeshProUGUI>().text = "Name";
name.GetComponent<RectTransform>().anchoredPosition = Vector2.up * 50f;
GameObject image = new GameObject("Image");
image.transform.SetParent(dialogueCanvas.transform);
image.AddComponent<Image>();
image.GetComponent<RectTransform>().anchoredPosition = new Vector2(-150f, 25f);
DialogueSystem dialogueSystem = dialogueCanvas.AddComponent<DialogueSystem>();
dialogueSystem.nameText = name.GetComponent<TextMeshProUGUI>();
dialogueSystem.dialogue = text.GetComponent<TMP_Animated>();
dialogueSystem.faceImage = image.GetComponent<Image>();
dialogueSystem.nameField = name;
}
[MenuItem("GameObject/Tools/Camera Trigger/2D", false, 10)]
static void CreateCameraTrigger2D(){
GameObject cameraTrigger = new GameObject("CameraTrigger2D");
cameraTrigger.AddComponent<BoxCollider2D>();
cameraTrigger.AddComponent<CMCameraTrigger>();
GameObject vCam = new GameObject("CM vcam1");
vCam.transform.SetParent(cameraTrigger.transform);
vCam.SetActive(false);
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
cam.m_Lens.Orthographic = true;
}
[MenuItem("GameObject/Tools/Camera Trigger/3D", false, 10)]
static void CreateCameraTrigger3D(){
GameObject cameraTrigger = new GameObject("CameraTrigger3D");
cameraTrigger.AddComponent<BoxCollider>();
cameraTrigger.AddComponent<CMCameraTrigger>();
GameObject vCam = new GameObject("CM vcam1");
vCam.transform.SetParent(cameraTrigger.transform);
vCam.SetActive(false);
CinemachineVirtualCamera cam = vCam.AddComponent<CinemachineVirtualCamera>();
cam.m_Lens.FieldOfView = 60f;
}
#if CINEMACHINE_271_OR_NEWER
[MenuItem("GameObject/Tools/ScreenShake Camera/2D", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Orthographic;
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
[MenuItem("GameObject/Tools/ScreenShake Camera/3D", false, 10)]
static void CreateScreenShakeCamera3d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
vCam.m_Lens.ModeOverride = LensSettings.OverrideModes.Perspective;
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
#else
[MenuItem("GameObject/Tools/ScreenShake Camera", false, 10)]
static void CreateScreenShakeCamera2d(){
GameObject screenShakeCamera = new GameObject("ScreenShakeCamera");
CinemachineVirtualCamera vCam = screenShakeCamera.AddComponent<CinemachineVirtualCamera>();
CinemachineBasicMultiChannelPerlin shake = vCam.AddCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
NoiseSettings noise = (NoiseSettings)AssetDatabase.LoadAssetAtPath("Packages/com.unity.cinemachine/Presets/Noise/6D Shake.asset", typeof(NoiseSettings));
shake.m_NoiseProfile = noise;
shake.m_AmplitudeGain = 0f;
shake.m_FrequencyGain = 1f;
}
#endif
[MenuItem("Assets/Create/Tools/Create Loading Scene")]
static void CreateLoadingScene(){
EditorSceneManager.SaveOpenScenes();
Scene loadingScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
loadingScene.name = "Loading";
GameObject loaderCallback = new GameObject("LoaderCallback");
loaderCallback.AddComponent<LoaderCallback>();
GameObject canvasObj = new GameObject("Canvas");
Canvas canvas = canvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2Int(951, 535);
canvasScaler.matchWidthOrHeight = 1f;
canvasObj.AddComponent<GraphicRaycaster>();
TextMeshProUGUI loadingText = new GameObject("LoadingText").AddComponent<TextMeshProUGUI>();
loadingText.transform.SetParent(canvasObj.transform);
RectTransform loadingTextTransform = loadingText.GetComponent<RectTransform>();
loadingTextTransform.anchoredPosition = new Vector2Int(-333, -212);
loadingTextTransform.sizeDelta = new Vector2Int(237, 52);
loadingText.text = "LOADING...";
Image bg = new GameObject("bg").AddComponent<Image>();
bg.transform.SetParent(canvasObj.transform);
RectTransform bgTransform = bg.GetComponent<RectTransform>();
bgTransform.anchoredPosition = new Vector2Int(0, -235);
bgTransform.sizeDelta = new Vector2Int(900, 20);
bg.color = new Color(36f / 255f, 36f / 255f, 36f / 255f);
Image progressBar = new GameObject("ProgressBar").AddComponent<Image>();
progressBar.transform.SetParent(bg.transform);
RectTransform progressBarTransform = progressBar.GetComponent<RectTransform>();
progressBarTransform.anchoredPosition = Vector2.zero;
progressBarTransform.sizeDelta = new Vector2Int(900, 20);
progressBar.sprite = (Sprite)AssetDatabase.LoadAssetAtPath("Packages/com.geri.simpletools/Tools/Editor/Square.png", typeof(Sprite));
progressBar.type = Image.Type.Filled;
progressBar.fillMethod = Image.FillMethod.Horizontal;
progressBar.fillOrigin = (int)Image.OriginHorizontal.Left;
progressBar.fillAmount = 1f;
progressBar.gameObject.AddComponent<LoadingProgressBar>();
}
#if UNITY_2019_3_OR_NEWER
[MenuItem("Assets/Create/Tools/Create Menu Scene")]
static void CreateMenuScene(){
EditorSceneManager.SaveOpenScenes();
Scene menuScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
menuScene.name = "Menu";
GameObject canvasObj = new GameObject("Canvas");
Canvas canvas = canvasObj.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
CreateEventSystem(false, null);
CanvasScaler canvasScaler = canvasObj.AddComponent<CanvasScaler>();
canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
canvasScaler.referenceResolution = new Vector2Int(951, 535);
canvasScaler.matchWidthOrHeight = 1f;
canvasObj.AddComponent<GraphicRaycaster>();
GameObject qualityDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
qualityDropdown.transform.SetParent(canvasObj.transform);
RectTransform qualityRectTransform = qualityDropdown.GetComponent<RectTransform>();
qualityRectTransform.anchoredPosition = Vector2.up * 15f;
qualityDropdown.name = "QualityDropdown";
GameObject resolutionDropdown = TMP_DefaultControls.CreateDropdown(GetStandardResources());
resolutionDropdown.transform.SetParent(canvasObj.transform);
RectTransform resolutionRectTransform = resolutionDropdown.GetComponent<RectTransform>();
resolutionRectTransform.anchoredPosition = Vector2.down * 15f;
resolutionDropdown.name = "ResolutionDropdown";
GameObject musicSlider;
using (new FactorySwapToEditor())
musicSlider = DefaultControls.CreateSlider(GetStandardUIResources());
musicSlider.transform.SetParent(canvasObj.transform);
RectTransform musicRectTransform = musicSlider.GetComponent<RectTransform>();
musicRectTransform.anchoredPosition = Vector2.down * 40f;
musicSlider.name = "MusicSlider";
GameObject sfxSlider;
using (new FactorySwapToEditor())
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);
TMP_Text quitTextComponent = quitButton.GetComponentInChildren<TMP_Text>();
quitTextComponent.fontSize = 24;
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);
}
#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
#endif
}