File size: 7,982 Bytes
18a519f | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 | using UnityEngine;
using UnityEditor;
using UnityEditor.Presets;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TextMeshPro), true), CanEditMultipleObjects]
public class TMP_EditorPanel : TMP_BaseEditorPanel
{
static readonly GUIContent k_SortingLayerLabel = new GUIContent("Sorting Layer", "Name of the Renderer's sorting layer.");
static readonly GUIContent k_OrderInLayerLabel = new GUIContent("Order in Layer", "Renderer's order within a sorting layer.");
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.");
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.");
private static string[] k_SortingLayerNames;
bool IsPreset;
SerializedProperty m_IsVolumetricTextProp;
SerializedProperty m_IsOrthographicProp;
Object[] m_Renderers;
SerializedObject m_RendererSerializedObject;
SerializedProperty m_RendererSortingLayerProp;
SerializedProperty m_RendererSortingLayerIDProp;
SerializedProperty m_RendererSortingOrderProp;
SerializedProperty m_TextSortingLayerProp;
SerializedProperty m_TextSortingLayerIDProp;
SerializedProperty m_TextSortingOrderProp;
protected override void OnEnable()
{
base.OnEnable();
// Determine if the inspected object is a Preset
IsPreset = (int)(target as Component).gameObject.hideFlags == 93;
m_IsOrthographicProp = serializedObject.FindProperty("m_isOrthographic");
m_IsVolumetricTextProp = serializedObject.FindProperty("m_isVolumetricText");
m_Renderers = new Object[targets.Length];
for (int i = 0; i < m_Renderers.Length; i++)
m_Renderers[i] = (targets[i] as TextMeshPro)?.GetComponent<Renderer>();
m_RendererSerializedObject = new SerializedObject(m_Renderers);
m_RendererSortingLayerProp = m_RendererSerializedObject.FindProperty("m_SortingLayer");
m_RendererSortingLayerIDProp = m_RendererSerializedObject.FindProperty("m_SortingLayerID");
m_RendererSortingOrderProp = m_RendererSerializedObject.FindProperty("m_SortingOrder");
m_TextSortingLayerProp = serializedObject.FindProperty("_SortingLayer");
m_TextSortingLayerIDProp = serializedObject.FindProperty("_SortingLayerID");
m_TextSortingOrderProp = serializedObject.FindProperty("_SortingOrder");
// Populate Sorting Layer Names
k_SortingLayerNames = SortingLayerHelper.sortingLayerNames;
}
protected override void DrawExtraSettings()
{
Rect rect = EditorGUILayout.GetControlRect(false, 24);
if (GUI.Button(rect, new GUIContent("<b>Extra Settings</b>"), TMP_UIStyleManager.sectionHeader))
Foldout.extraSettings = !Foldout.extraSettings;
GUI.Label(rect, (Foldout.extraSettings ? "" : k_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
if (Foldout.extraSettings)
{
//EditorGUI.indentLevel += 1;
DrawMargins();
DrawSortingLayer();
DrawGeometrySorting();
DrawIsTextObjectScaleStatic();
DrawOrthographicMode();
DrawRichText();
DrawParsing();
DrawSpriteAsset();
DrawStyleSheet();
//DrawVolumetricSetup();
DrawKerning();
DrawPadding();
//EditorGUI.indentLevel -= 1;
}
}
private void DrawSortingLayer()
{
m_RendererSerializedObject.Update();
Rect rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
// Special handling for Presets where the sorting layer, id and order is serialized with the text object instead of on the MeshRenderer.
SerializedProperty sortingLayerProp = IsPreset ? m_TextSortingLayerProp : m_RendererSortingLayerProp;
SerializedProperty sortingLayerIDProp = IsPreset ? m_TextSortingLayerIDProp : m_RendererSortingLayerIDProp;
EditorGUI.BeginProperty(rect, k_SortingLayerLabel, sortingLayerIDProp);
EditorGUI.BeginChangeCheck();
int currentLayerIndex = SortingLayerHelper.GetSortingLayerIndexFromSortingLayerID(sortingLayerIDProp.intValue);
int newLayerIndex = EditorGUI.Popup(rect, k_SortingLayerLabel, currentLayerIndex, k_SortingLayerNames);
if (EditorGUI.EndChangeCheck())
{
sortingLayerIDProp.intValue = SortingLayer.NameToID(k_SortingLayerNames[newLayerIndex]);
sortingLayerProp.intValue = SortingLayer.GetLayerValueFromName(k_SortingLayerNames[newLayerIndex]);
m_HavePropertiesChanged = true;
// Sync Sorting Layer ID change on potential sub text object.
TextMeshPro textComponent = m_TextComponent as TextMeshPro;
textComponent.UpdateSubMeshSortingLayerID(sortingLayerIDProp.intValue);
}
EditorGUI.EndProperty();
// Sorting Order
SerializedProperty sortingOrderLayerProp = IsPreset ? m_TextSortingOrderProp : m_RendererSortingOrderProp;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(sortingOrderLayerProp, k_OrderInLayerLabel);
if (EditorGUI.EndChangeCheck())
{
m_HavePropertiesChanged = true;
TextMeshPro textComponent = m_TextComponent as TextMeshPro;
textComponent.UpdateSubMeshSortingOrder(sortingOrderLayerProp.intValue);
}
m_RendererSerializedObject.ApplyModifiedProperties();
EditorGUILayout.Space();
}
private void DrawOrthographicMode()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_IsOrthographicProp, k_OrthographicLabel);
if (EditorGUI.EndChangeCheck())
m_HavePropertiesChanged = true;
}
protected void DrawVolumetricSetup()
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_IsVolumetricTextProp, k_VolumetricLabel);
if (EditorGUI.EndChangeCheck())
{
m_HavePropertiesChanged = true;
m_TextComponent.textInfo.ResetVertexLayout(m_IsVolumetricTextProp.boolValue);
}
EditorGUILayout.Space();
}
// Method to handle multi object selection
protected override bool IsMixSelectionTypes()
{
GameObject[] objects = Selection.gameObjects;
if (objects.Length > 1)
{
for (int i = 0; i < objects.Length; i++)
{
if (objects[i].GetComponent<TextMeshPro>() == null)
return true;
}
}
return false;
}
protected override void OnUndoRedo()
{
int undoEventId = Undo.GetCurrentGroup();
int lastUndoEventId = s_EventId;
if (undoEventId != lastUndoEventId)
{
for (int i = 0; i < targets.Length; i++)
{
//Debug.Log("Undo & Redo Performed detected in Editor Panel. Event ID:" + Undo.GetCurrentGroup());
TMPro_EventManager.ON_TEXTMESHPRO_PROPERTY_CHANGED(true, targets[i] as TextMeshPro);
s_EventId = undoEventId;
}
}
}
}
}
|