using UnityEngine; using UnityEditor; using UnityEditor.Presets; using UnityEditor.SceneManagement; //#if !UNITY_2021_2_OR_NEWER using UnityEditor.Experimental.SceneManagement; //#endif using UnityEngine.UI; using UnityEngine.EventSystems; namespace TMPro.EditorUtilities { public static class TMPro_CreateObjectMenu { /// /// Create a TextMeshPro object that works with the Mesh Renderer /// /// [MenuItem("GameObject/3D Object/Text - TextMeshPro", false, 30)] static void CreateTextMeshProObjectPerform(MenuCommand command) { GameObject go = ObjectFactory.CreateGameObject("Text (TMP)"); // Add support for new prefab mode StageUtility.PlaceGameObjectInCurrentStage(go); TextMeshPro textComponent = ObjectFactory.AddComponent(go); if (textComponent.m_isWaitingOnResourceLoad == false) { // Get reference to potential Presets for component Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent); if (presets == null || presets.Length == 0) { textComponent.text = "Sample text"; textComponent.alignment = TextAlignmentOptions.TopLeft; } else { textComponent.renderer.sortingLayerID = textComponent._SortingLayerID; textComponent.renderer.sortingOrder = textComponent._SortingOrder; } if (TMP_Settings.autoSizeTextContainer) { Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX); textComponent.rectTransform.sizeDelta = size; } else { textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProTextContainerSize; } } else { textComponent.text = "Sample text"; textComponent.alignment = TextAlignmentOptions.TopLeft; } Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); GameObject contextObject = command.context as GameObject; if (contextObject != null) { GameObjectUtility.SetParentAndAlign(go, contextObject); Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); } Selection.activeGameObject = go; } /// /// Create a TextMeshPro object that works with the CanvasRenderer /// /// [MenuItem("GameObject/UI/Text - TextMeshPro", false, 2001)] static void CreateTextMeshProGuiObjectPerform(MenuCommand menuCommand) { GameObject go = TMP_DefaultControls.CreateText(GetStandardResources()); // Override text color and font size TextMeshProUGUI textComponent = go.GetComponent(); if (textComponent.m_isWaitingOnResourceLoad == false) { // Get reference to potential Presets for component Preset[] presets = Preset.GetDefaultPresetsForObject(textComponent); if (presets == null || presets.Length == 0) { textComponent.fontSize = TMP_Settings.defaultFontSize; textComponent.color = Color.white; textComponent.text = "New Text"; } if (TMP_Settings.autoSizeTextContainer) { Vector2 size = textComponent.GetPreferredValues(TMP_Math.FLOAT_MAX, TMP_Math.FLOAT_MAX); textComponent.rectTransform.sizeDelta = size; } else { textComponent.rectTransform.sizeDelta = TMP_Settings.defaultTextMeshProUITextContainerSize; } } else { textComponent.fontSize = -99; textComponent.color = Color.white; textComponent.text = "New Text"; } PlaceUIElementRoot(go, menuCommand); } [MenuItem("GameObject/UI/Button - TextMeshPro", false, 2031)] public static void AddButton(MenuCommand menuCommand) { GameObject go = TMP_DefaultControls.CreateButton(GetStandardResources()); // Override font size TMP_Text textComponent = go.GetComponentInChildren(); textComponent.fontSize = 24; PlaceUIElementRoot(go, menuCommand); } [MenuItem("GameObject/UI/Input Field - TextMeshPro", false, 2037)] static void AddTextMeshProInputField(MenuCommand menuCommand) { GameObject go = TMP_DefaultControls.CreateInputField(GetStandardResources()); PlaceUIElementRoot(go, menuCommand); } [MenuItem("GameObject/UI/Dropdown - TextMeshPro", false, 2036)] public static void AddDropdown(MenuCommand menuCommand) { GameObject go = TMP_DefaultControls.CreateDropdown(GetStandardResources()); PlaceUIElementRoot(go, menuCommand); } 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"; private static TMP_DefaultControls.Resources s_StandardResources; private static TMP_DefaultControls.Resources GetStandardResources() { if (s_StandardResources.standard == null) { s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource(kStandardSpritePath); s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource(kBackgroundSpritePath); s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource(kInputFieldBackgroundPath); s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource(kKnobPath); s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource(kCheckmarkPath); s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource(kDropdownArrowPath); s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource(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. 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; } private 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(true).Length == 0) { // Create canvas under context GameObject, // and make that be the parent which UI element is added under. GameObject canvas = CreateNewUI(); 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(), element.GetComponent()); // 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; } private 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); } private 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); } public static GameObject CreateNewUI() { // Root for the UI var root = new GameObject("Canvas"); root.layer = LayerMask.NameToLayer(kUILayerName); Canvas canvas = root.AddComponent(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; root.AddComponent(); root.AddComponent(); // 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; } private static void CreateEventSystem(bool select) { CreateEventSystem(select, null); } private static void CreateEventSystem(bool select, GameObject parent) { var esys = Object.FindObjectOfType(); if (esys == null) { var eventSystem = new GameObject("EventSystem"); GameObjectUtility.SetParentAndAlign(eventSystem, parent); esys = eventSystem.AddComponent(); eventSystem.AddComponent(); 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. 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() : 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(); 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; } } }