176 lines
7.2 KiB
C#
176 lines
7.2 KiB
C#
using UnityEditor;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace LeTai.Asset.TranslucentImage.Editor
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{
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public class MenuIntegration : MonoBehaviour
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{
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[MenuItem("GameObject/UI/Translucent Image", false, 3)]
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static void CreateTranslucentImage(MenuCommand menuCommand)
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{
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// Create a custom game object
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GameObject go = new GameObject("Translucent Image");
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go.AddComponent<TranslucentImage>();
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PlaceUIElementRoot(go, menuCommand);
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}
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[MenuItem("CONTEXT/Image/Convert to Translucent Image", false, 3)]
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static void ConvertToTranslucentImage(MenuCommand menuCommand)
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{
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var image = (Image) menuCommand.context;
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var go = image.gameObject;
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Undo.DestroyObjectImmediate(image);
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var ti = Undo.AddComponent<TranslucentImage>(go);
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ti.sprite = image.sprite;
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var color = image.color;
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ti.color = new Color(color.r, color.g, color.b,
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1); // sprite blending should be used instead of alpha most of the time
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ti.raycastTarget = image.raycastTarget;
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ti.type = image.type;
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ti.useSpriteMesh = image.useSpriteMesh;
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ti.preserveAspect = image.preserveAspect;
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ti.fillCenter = image.fillCenter;
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ti.fillMethod = image.fillMethod;
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ti.fillOrigin = image.fillOrigin;
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ti.fillAmount = image.fillAmount;
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ti.fillClockwise = image.fillClockwise;
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}
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#region PlaceUIElementRoot
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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(
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parent.GetComponent<RectTransform>(),
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element.GetComponent<RectTransform>());
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Selection.activeGameObject = element;
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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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public static 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 = Shims.FindObjectOfType<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 CreateNewUI();
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}
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public static GameObject CreateNewUI()
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{
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// Root for the UI
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var root = new GameObject("Canvas") {layer = LayerMask.NameToLayer("UI")};
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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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static void CreateEventSystem(bool select, GameObject parent = null)
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{
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var esys = Shims.FindObjectOfType<EventSystem>();
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if (esys == null)
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{
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var eventSystem = new GameObject("EventSystem");
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GameObjectUtility.SetParentAndAlign(eventSystem, parent);
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esys = eventSystem.AddComponent<EventSystem>();
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eventSystem.AddComponent<StandaloneInputModule>();
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Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);
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}
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if (select && esys != null)
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{
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Selection.activeGameObject = esys.gameObject;
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}
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}
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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(
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canvasRTransform,
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new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2),
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camera,
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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) +
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itemTransform.sizeDelta.x * itemTransform.pivot.x;
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minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) +
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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) -
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itemTransform.sizeDelta.x * itemTransform.pivot.x;
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maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) -
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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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#endregion
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}
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}
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