using UnityEngine; using UnityEditor; using UnityEngine.UI; using UnityEngine.EventSystems; namespace TMPro.EditorUtilities { public static class TMPro_CreateObjectMenu { /// <summary> /// Create a TextMeshPro object that works with the Mesh Renderer /// </summary> /// <param name="command"></param> [MenuItem("GameObject/3D Object/TextMeshPro - Text", false, 30)] static void CreateTextMeshProObjectPerform(MenuCommand command) { GameObject go = new GameObject("TextMeshPro"); TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>(); textMeshPro.text = "Sample text"; textMeshPro.alignment = TextAlignmentOptions.TopLeft; Undo.RegisterCreatedObjectUndo((Object)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; } /// <summary> /// Create a TextMeshPro object that works with the CanvasRenderer /// </summary> /// <param name="command"></param> [MenuItem("GameObject/UI/TextMeshPro - Text", false, 2001)] static void CreateTextMeshProGuiObjectPerform(MenuCommand command) { // Check if there is a Canvas in the scene Canvas canvas = Object.FindObjectOfType<Canvas>(); if (canvas == null) { // Create new Canvas since none exists in the scene. GameObject canvasObject = new GameObject("Canvas"); canvas = canvasObject.AddComponent<Canvas>(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Add a Graphic Raycaster Component as well canvas.gameObject.AddComponent<GraphicRaycaster>(); Undo.RegisterCreatedObjectUndo(canvasObject, "Create " + canvasObject.name); } // Create the TextMeshProUGUI Object GameObject go = new GameObject("TextMeshPro Text"); RectTransform goRectTransform = go.AddComponent<RectTransform>(); Undo.RegisterCreatedObjectUndo((Object)go, "Create " + go.name); // Check if object is being create with left or right click GameObject contextObject = command.context as GameObject; if (contextObject == null) { //goRectTransform.sizeDelta = new Vector2(200f, 50f); GameObjectUtility.SetParentAndAlign(go, canvas.gameObject); TextMeshProUGUI textMeshPro = go.AddComponent<TextMeshProUGUI>(); textMeshPro.text = "New Text"; textMeshPro.alignment = TextAlignmentOptions.TopLeft; } else { if (contextObject.GetComponent<Button>() != null) { goRectTransform.sizeDelta = Vector2.zero; goRectTransform.anchorMin = Vector2.zero; goRectTransform.anchorMax = Vector2.one; GameObjectUtility.SetParentAndAlign(go, contextObject); TextMeshProUGUI textMeshPro = go.AddComponent<TextMeshProUGUI>(); textMeshPro.text = "Button"; textMeshPro.fontSize = 24; textMeshPro.alignment = TextAlignmentOptions.Center; } else { //goRectTransform.sizeDelta = new Vector2(200f, 50f); GameObjectUtility.SetParentAndAlign(go, contextObject); TextMeshProUGUI textMeshPro = go.AddComponent<TextMeshProUGUI>(); textMeshPro.text = "New Text"; textMeshPro.alignment = TextAlignmentOptions.TopLeft; } } // Check if an event system already exists in the scene if (!Object.FindObjectOfType<EventSystem>()) { GameObject eventObject = new GameObject("EventSystem", typeof(EventSystem)); eventObject.AddComponent<StandaloneInputModule>(); Undo.RegisterCreatedObjectUndo(eventObject, "Create " + eventObject.name); } Selection.activeGameObject = go; } [MenuItem("GameObject/UI/TextMeshPro - Input Field", false, 2037)] static void AddTextMeshProInputField(MenuCommand menuCommand) { GameObject go = TMP_DefaultControls.CreateInputField(GetStandardResources()); PlaceUIElementRoot(go, menuCommand); } [MenuItem("GameObject/UI/TextMeshPro - Dropdown", false, 2036)] static public 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"; static private TMP_DefaultControls.Resources s_StandardResources; static private 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; } 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. 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; } private 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; } static public 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>(); Undo.RegisterCreatedObjectUndo(root, "Create " + root.name); // if there is no event system add one... 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<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 public 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 = Object.FindObjectOfType(typeof(Canvas)) as Canvas; if (canvas != null && canvas.gameObject.activeInHierarchy) return canvas.gameObject; // No canvas in the scene at all? Then create a new one. return CreateNewUI(); } } }