bea2dce063
test
153 lines
5.4 KiB
C#
153 lines
5.4 KiB
C#
using UnityEngine;
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using UnityEditor;
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namespace TMPro.EditorUtilities
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{
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[CustomEditor(typeof(TextMeshPro), true), CanEditMultipleObjects]
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public class TMP_EditorPanel : TMP_BaseEditorPanel
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{
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static readonly GUIContent k_SortingLayerLabel = new GUIContent("Sorting Layer", "Name of the Renderer's sorting layer.");
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static readonly GUIContent k_OrderInLayerLabel = new GUIContent("Order in Layer", "Renderer's order within a sorting layer.");
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static readonly GUIContent k_OrthographicLabel = new GUIContent("Orthographic Mode", "Should be enabled when using an orthographic camera. Instructs the shader to not perform any perspective correction.");
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static readonly GUIContent k_VolumetricLabel = new GUIContent("Volumetric Setup", "Use cubes rather than quads to render the text. Allows for volumetric rendering when combined with a compatible shader.");
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SerializedProperty m_IsVolumetricTextProp;
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SerializedProperty m_IsOrthographicProp;
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Renderer m_Renderer;
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protected override void OnEnable()
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{
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base.OnEnable();
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m_IsOrthographicProp = serializedObject.FindProperty("m_isOrthographic");
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m_IsVolumetricTextProp = serializedObject.FindProperty("m_isVolumetricText");
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m_Renderer = m_TextComponent.GetComponent<Renderer>();
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}
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protected override void DrawExtraSettings()
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{
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Foldout.extraSettings = EditorGUILayout.Foldout(Foldout.extraSettings, k_ExtraSettingsLabel, true, TMP_UIStyleManager.boldFoldout);
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if (Foldout.extraSettings)
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{
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EditorGUI.indentLevel += 1;
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DrawMargins();
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DrawSortingLayer();
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DrawGeometrySorting();
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DrawOrthographicMode();
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DrawRichText();
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DrawParsing();
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DrawVolumetricSetup();
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DrawKerning();
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DrawPadding();
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EditorGUI.indentLevel -= 1;
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}
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}
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protected void DrawSortingLayer()
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{
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Undo.RecordObject(m_Renderer, "Sorting Layer Change");
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EditorGUI.BeginChangeCheck();
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// SORTING LAYERS
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var sortingLayerNames = SortingLayerHelper.sortingLayerNames;
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var textComponent = (TextMeshPro)m_TextComponent;
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// Look up the layer name using the current layer ID
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string oldName = SortingLayerHelper.GetSortingLayerNameFromID(textComponent.sortingLayerID);
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// Use the name to look up our array index into the names list
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int oldLayerIndex = System.Array.IndexOf(sortingLayerNames, oldName);
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// Show the pop-up for the names
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EditorGUIUtility.fieldWidth = 0f;
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int newLayerIndex = EditorGUILayout.Popup(k_SortingLayerLabel, oldLayerIndex, sortingLayerNames);
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// If the index changes, look up the ID for the new index to store as the new ID
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if (newLayerIndex != oldLayerIndex)
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{
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textComponent.sortingLayerID = SortingLayerHelper.GetSortingLayerIDForIndex(newLayerIndex);
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}
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// Expose the manual sorting order
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int newSortingLayerOrder = EditorGUILayout.IntField(k_OrderInLayerLabel, textComponent.sortingOrder);
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if (newSortingLayerOrder != textComponent.sortingOrder)
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{
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textComponent.sortingOrder = newSortingLayerOrder;
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}
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if (EditorGUI.EndChangeCheck())
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m_HavePropertiesChanged = true;
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EditorGUILayout.Space();
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}
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protected void DrawOrthographicMode()
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_IsOrthographicProp, k_OrthographicLabel);
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if (EditorGUI.EndChangeCheck())
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m_HavePropertiesChanged = true;
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}
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protected void DrawVolumetricSetup()
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_IsVolumetricTextProp, k_VolumetricLabel);
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if (EditorGUI.EndChangeCheck())
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{
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m_HavePropertiesChanged = true;
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m_TextComponent.textInfo.ResetVertexLayout(m_IsVolumetricTextProp.boolValue);
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}
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EditorGUILayout.Space();
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}
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// Method to handle multi object selection
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protected override bool IsMixSelectionTypes()
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{
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GameObject[] objects = Selection.gameObjects;
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if (objects.Length > 1)
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{
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for (int i = 0; i < objects.Length; i++)
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{
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if (objects[i].GetComponent<TextMeshPro>() == null)
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return true;
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}
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}
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return false;
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}
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protected override void OnUndoRedo()
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{
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int undoEventId = Undo.GetCurrentGroup();
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int lastUndoEventId = s_EventId;
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if (undoEventId != lastUndoEventId)
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{
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for (int i = 0; i < targets.Length; i++)
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{
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//Debug.Log("Undo & Redo Performed detected in Editor Panel. Event ID:" + Undo.GetCurrentGroup());
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TMPro_EventManager.ON_TEXTMESHPRO_PROPERTY_CHANGED(true, targets[i] as TextMeshPro);
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s_EventId = undoEventId;
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}
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}
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}
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}
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} |