Net.Like.Xue.Tokyo/Assets/Plugins/Le Tai's Asset/TranslucentImage/Script/Editor/MenuIntegration.cs

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C#
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2024-11-03 16:42:23 +08:00
using UnityEditor;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace LeTai.Asset.TranslucentImage.Editor
{
public class MenuIntegration : MonoBehaviour
{
[MenuItem("GameObject/UI/Translucent Image", false, 3)]
static void CreateTranslucentImage(MenuCommand menuCommand)
{
// Create a custom game object
GameObject go = new GameObject("Translucent Image");
go.AddComponent<TranslucentImage>();
PlaceUIElementRoot(go, menuCommand);
}
[MenuItem("CONTEXT/Image/Convert to Translucent Image", false, 3)]
static void ConvertToTranslucentImage(MenuCommand menuCommand)
{
var image = (Image) menuCommand.context;
var go = image.gameObject;
Undo.DestroyObjectImmediate(image);
var ti = Undo.AddComponent<TranslucentImage>(go);
ti.sprite = image.sprite;
var color = image.color;
ti.color = new Color(color.r, color.g, color.b,
1); // sprite blending should be used instead of alpha most of the time
ti.raycastTarget = image.raycastTarget;
ti.type = image.type;
ti.useSpriteMesh = image.useSpriteMesh;
ti.preserveAspect = image.preserveAspect;
ti.fillCenter = image.fillCenter;
ti.fillMethod = image.fillMethod;
ti.fillOrigin = image.fillOrigin;
ti.fillAmount = image.fillAmount;
ti.fillClockwise = image.fillClockwise;
}
#region PlaceUIElementRoot
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;
}
// Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.
public 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 (canvas != null && canvas.gameObject.activeInHierarchy)
return canvas.gameObject;
// No canvas in selection or its parents? Then use just any canvas..
canvas = Shims.FindObjectOfType<Canvas>();
if (canvas != null && canvas.gameObject.activeInHierarchy)
return canvas.gameObject;
// No canvas in the scene at all? Then create a new one.
return CreateNewUI();
}
public static GameObject CreateNewUI()
{
// Root for the UI
var root = new GameObject("Canvas") {layer = LayerMask.NameToLayer("UI")};
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;
}
static void CreateEventSystem(bool select, GameObject parent = null)
{
var esys = Shims.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;
}
}
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;
}
#endregion
}
}