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Caiyanpeng committed 2021-12-28 11:25:09 +08:00
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commit 2b390717c2
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@@ -0,0 +1,86 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Assets.Scripts.UI.UIEffect.Editors
{
public class BaseMeshEffectEditor : Editor
{
List<MaterialEditor> _materialEditors = new List<MaterialEditor> ();
protected virtual void OnEnable ()
{
ClearMaterialEditors ();
}
protected virtual void OnDisable ()
{
ClearMaterialEditors ();
}
void ClearMaterialEditors ()
{
foreach (var e in _materialEditors)
{
if (e)
{
DestroyImmediate (e);
}
}
_materialEditors.Clear ();
}
protected void ShowMaterialEditors (Material [] materials, int startIndex, int count)
{
for (int i = 0; i < count; i++)
{
if (_materialEditors.Count == i)
{
_materialEditors.Add (null);
}
var mat = materials [startIndex + i];
var editor = _materialEditors [i];
if (editor && editor.target != mat)
{
DestroyImmediate (editor);
editor = null;
}
if (!editor)
{
editor = _materialEditors [i] = Editor.CreateEditor (mat) as MaterialEditor;
}
editor.DrawHeader ();
editor.OnInspectorGUI ();
}
}
protected void ShowCanvasChannelsWarning ()
{
BaseMeshEffect effect = target as BaseMeshEffect;
if (!effect || !effect.graphic)
{
return;
}
#if UNITY_5_6_OR_NEWER
AdditionalCanvasShaderChannels channels = effect.requiredChannels;
var canvas = effect.graphic.canvas;
if (canvas && (canvas.additionalShaderChannels & channels) != channels)
{
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.HelpBox (string.Format ("Enable {1} of Canvas.additionalShaderChannels to use {0}.", effect.GetType ().Name, channels), MessageType.Warning);
if (GUILayout.Button ("Fix"))
{
canvas.additionalShaderChannels |= channels;
}
EditorGUILayout.EndHorizontal ();
}
#endif
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7ddf2f64ff7af4a9f9b5ba45f40302bf
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,53 @@
using System.Collections;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// Remove deprecated files in old .unitypackage, after compiling.
/// </summary>
public class DeprecatedRemover
{
/// <summary>
/// GUIDs of deprecated files.
/// </summary>
static readonly List<string> DeprecatedFiles = new List<string>()
{
"156b57fee6ef941958e66a129ce387e2", // UICustomEffect.cs
"a4961e148a8cd4fe0b84dddc2741894a", // UICustomEffectEditor.cs
"7b1ed09bdf5e54042b5cd1fbe69361bf", // MaterialBundle.cs
};
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
static void RemoveFiles()
{
// The deprecated file path that exists.
var files = DeprecatedFiles.Select(x => AssetDatabase.GUIDToAssetPath(x))
.Where(x => File.Exists(x))
.ToArray();
if (files.Any())
{
StringBuilder sb = new StringBuilder();
sb.AppendFormat("<b><color=orange>[{0}]</color></b> {1} files have been removed.\n", typeof(DeprecatedRemover).Name, files.Length);
foreach (var path in files)
{
AssetDatabase.DeleteAsset(path);
sb.AppendFormat(" - {0}\n", path);
}
AssetDatabase.Refresh();
UnityEngine.Debug.Log(sb);
}
}
#endif
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 6955fce24c79542af9ba39b3cf6f610f
timeCreated: 1536108312
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,181 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.UI;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIDissolve))]
[CanEditMultipleObjects]
public class UIDissolveEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spWidth = serializedObject.FindProperty("m_Width");
_spColor = serializedObject.FindProperty("m_Color");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spColorMode = serializedObject.FindProperty("m_ColorMode");
_spNoiseTexture = serializedObject.FindProperty("m_NoiseTexture");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spReverse = serializedObject.FindProperty("m_Reverse");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
s_NoiseTexId = Shader.PropertyToID ("_NoiseTex");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIDissolve)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIDissolve)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIDissolve)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIDissolve> ())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty(s_NoiseTexId))
{
ColorMode colorMode =
mat.IsKeywordEnabled ("ADD") ? ColorMode.Add
: mat.IsKeywordEnabled ("SUBTRACT") ? ColorMode.Subtract
: mat.IsKeywordEnabled ("FILL") ? ColorMode.Fill
: ColorMode.Multiply;
Texture noiseTexture = mat.GetTexture(s_NoiseTexId);
if (d.colorMode != colorMode || d.noiseTexture != noiseTexture)
{
var so = new SerializedObject (d);
so.FindProperty ("m_ColorMode").intValue = (int)colorMode;
so.FindProperty ("m_NoiseTexture").objectReferenceValue = noiseTexture;
so.ApplyModifiedProperties ();
}
}
}
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spColor);
bool isAnyTMPro = targets.Cast<UIDissolve>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope (isAnyTMPro))
{
EditorGUILayout.PropertyField (_spColorMode);
EditorGUILayout.PropertyField (_spNoiseTexture);
}
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
EditorGUILayout.PropertyField(_spReverse);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIDissolve).Play();
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIDissolve).Stop();
}
}
var c = target as UIDissolve;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {
if(mat.shader == _spriteShader)
{
mat.shaderKeywords = c.material.shaderKeywords;
mat.SetTexture ("_NoiseTex", c.material.GetTexture ("_NoiseTex"));
}
});
ShowCanvasChannelsWarning ();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spColor;
SerializedProperty _spSoftness;
SerializedProperty _spColorMode;
SerializedProperty _spNoiseTexture;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spReverse;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: f7f7349a5d61649b69946853317db047
timeCreated: 1538806040
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,188 @@
using UnityEditor;
using UnityEditor.UI;
using UnityEngine;
using DesamplingRate = Assets.Scripts.UI.UIEffect.UIEffectCapturedImage.DesamplingRate;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffectCapturedImage editor.
/// </summary>
[CustomEditor(typeof(UIEffectCapturedImage))]
[CanEditMultipleObjects]
public class UIEffectCapturedImageEditor : RawImageEditor
{
//################################
// Constant or Static Members.
//################################
public enum QualityMode : int
{
Fast = (DesamplingRate.x2 << 0) + (DesamplingRate.x2 << 4) + (FilterMode.Bilinear << 8) + (2 << 10),
Medium = (DesamplingRate.x1 << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (3 << 10),
Detail = (DesamplingRate.None << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (5 << 10),
Custom = -1,
}
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spTexture = serializedObject.FindProperty("m_Texture");
_spColor = serializedObject.FindProperty("m_Color");
_spRaycastTarget = serializedObject.FindProperty("m_RaycastTarget");
_spDesamplingRate = serializedObject.FindProperty("m_DesamplingRate");
_spReductionRate = serializedObject.FindProperty("m_ReductionRate");
_spFilterMode = serializedObject.FindProperty("m_FilterMode");
_spIterations = serializedObject.FindProperty("m_BlurIterations");
_spKeepSizeToRootCanvas = serializedObject.FindProperty("m_FitToScreen");
_spBlurMode = serializedObject.FindProperty("m_BlurMode");
_spCaptureOnEnable = serializedObject.FindProperty("m_CaptureOnEnable");
_customAdvancedOption = (qualityMode == QualityMode.Custom);
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
var graphic = (target as UIEffectCapturedImage);
serializedObject.Update();
//================
// Basic properties.
//================
EditorGUILayout.PropertyField(_spTexture);
EditorGUILayout.PropertyField(_spColor);
EditorGUILayout.PropertyField(_spRaycastTarget);
//================
// Capture effect.
//================
GUILayout.Space(10);
EditorGUILayout.LabelField("Capture Effect", EditorStyles.boldLabel);
UIEffectEditor.DrawEffectProperties(serializedObject, "m_EffectColor");
//================
// Advanced option.
//================
GUILayout.Space(10);
EditorGUILayout.LabelField("Advanced Option", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_spCaptureOnEnable);// CaptureOnEnable.
EditorGUILayout.PropertyField(_spKeepSizeToRootCanvas);// Keep Graphic Size To RootCanvas.
EditorGUI.BeginChangeCheck();
QualityMode quality = qualityMode;
quality = (QualityMode)EditorGUILayout.EnumPopup("Quality Mode", quality);
if (EditorGUI.EndChangeCheck())
{
_customAdvancedOption = (quality == QualityMode.Custom);
qualityMode = quality;
}
// When qualityMode is `Custom`, show advanced option.
if (_customAdvancedOption)
{
if (_spBlurMode.intValue != 0)
{
EditorGUILayout.PropertyField(_spIterations);// Iterations.
}
DrawDesamplingRate(_spReductionRate);// Reduction rate.
EditorGUILayout.Space();
EditorGUILayout.LabelField("Result Texture Setting", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(_spFilterMode);// Filter Mode.
DrawDesamplingRate(_spDesamplingRate);// Desampling rate.
}
serializedObject.ApplyModifiedProperties();
// Debug.
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Capture", "ButtonLeft"))
{
graphic.Release();
EditorApplication.delayCall += graphic.Capture;
}
EditorGUI.BeginDisabledGroup(!(target as UIEffectCapturedImage).capturedTexture);
if (GUILayout.Button("Release", "ButtonRight"))
{
graphic.Release();
}
EditorGUI.EndDisabledGroup();
}
}
//################################
// Private Members.
//################################
const int Bits4 = (1 << 4) - 1;
const int Bits2 = (1 << 2) - 1;
bool _customAdvancedOption = false;
SerializedProperty _spTexture;
SerializedProperty _spColor;
SerializedProperty _spRaycastTarget;
SerializedProperty _spDesamplingRate;
SerializedProperty _spReductionRate;
SerializedProperty _spFilterMode;
SerializedProperty _spBlurMode;
SerializedProperty _spIterations;
SerializedProperty _spKeepSizeToRootCanvas;
SerializedProperty _spCaptureOnEnable;
QualityMode qualityMode
{
get
{
if (_customAdvancedOption)
return QualityMode.Custom;
int qualityValue = (_spDesamplingRate.intValue << 0)
+ (_spReductionRate.intValue << 4)
+ (_spFilterMode.intValue << 8)
+ (_spIterations.intValue << 10);
return System.Enum.IsDefined(typeof(QualityMode), qualityValue) ? (QualityMode)qualityValue : QualityMode.Custom;
}
set
{
if (value != QualityMode.Custom)
{
int qualityValue = (int)value;
_spDesamplingRate.intValue = (qualityValue >> 0) & Bits4;
_spReductionRate.intValue = (qualityValue >> 4) & Bits4;
_spFilterMode.intValue = (qualityValue >> 8) & Bits2;
_spIterations.intValue = (qualityValue >> 10) & Bits4;
}
}
}
/// <summary>
/// Draws the desampling rate.
/// </summary>
void DrawDesamplingRate(SerializedProperty sp)
{
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(sp);
int w, h;
(target as UIEffectCapturedImage).GetDesamplingSize((UIEffectCapturedImage.DesamplingRate)sp.intValue, out w, out h);
GUILayout.Label(string.Format("{0}x{1}", w, h), EditorStyles.miniLabel);
}
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 2476309c9b71d614ab97a2f9651b3333
timeCreated: 1487152293
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,253 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
using System;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIEffect))]
[CanEditMultipleObjects]
public class UIEffectEditor : BaseMeshEffectEditor
{
static readonly GUIContent contentEffectColor = new GUIContent ("Effect Color");
//################################
// Public/Protected Members.
//################################
/// <summary>
/// Draw effect properties.
/// </summary>
public static void DrawEffectProperties(SerializedObject serializedObject, string colorProperty = "m_Color")
{
//================
// Effect material.
//================
var spMaterial = serializedObject.FindProperty("m_EffectMaterial");
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
var spToneMode = serializedObject.FindProperty("m_EffectMode");
EditorGUILayout.PropertyField(spToneMode);
// When tone is enable, show parameters.
if (spToneMode.intValue != (int)EffectMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor"));
EditorGUI.indentLevel--;
}
//================
// Color setting.
//================
var spColorMode = serializedObject.FindProperty("m_ColorMode");
EditorGUILayout.PropertyField(spColorMode);
// When color is enable, show parameters.
//if (spColorMode.intValue != (int)ColorMode.Multiply)
{
EditorGUI.indentLevel++;
SerializedProperty spColor = serializedObject.FindProperty(colorProperty);
if (spColor == null && serializedObject.targetObject is UIEffect) {
spColor = new SerializedObject (serializedObject.targetObjects.Select(x=>(x as UIEffect).targetGraphic).ToArray()).FindProperty(colorProperty);
}
EditorGUI.BeginChangeCheck ();
EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues;
#if UNITY_2018_1_OR_NEWER
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false);
#else
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false, null);
#endif
if (EditorGUI.EndChangeCheck ()) {
spColor.serializedObject.ApplyModifiedProperties ();
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor"));
EditorGUI.indentLevel--;
}
//================
// Blur setting.
//================
var spBlurMode = serializedObject.FindProperty("m_BlurMode");
EditorGUILayout.PropertyField(spBlurMode);
// When blur is enable, show parameters.
if (spBlurMode.intValue != (int)BlurMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur");
if (spAdvancedBlur != null)
{
EditorGUILayout.PropertyField(spAdvancedBlur);
}
EditorGUI.indentLevel--;
}
}
int GetEnum<T>(Material mat)
{
Type type = typeof(T);
string[] names = System.Enum.GetNames (type);
int[] values = System.Enum.GetValues (type) as int[];
int mode = 0;
for(int i=0;i<names.Length;i++)
{
if (mat.IsKeywordEnabled (names [i].ToUpper()))
mode = values [i];
}
return mode;
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UIEffect> ())
{
var mat = d.material;
if (d.isTMPro && mat)
{
var so = new SerializedObject (d);
EffectMode eMode = (EffectMode)GetEnum<EffectMode> (mat);
ColorMode cMode = (ColorMode)GetEnum<ColorMode> (mat);
BlurMode bMode = (BlurMode)GetEnum<BlurMode> (mat);
bool aBlur = mat.IsKeywordEnabled("EX");
if (d.effectMode != eMode || d.colorMode != cMode || d.blurMode != bMode || so.FindProperty ("m_AdvancedBlur").boolValue != aBlur)
{
so.FindProperty ("m_EffectMode").intValue = (int)eMode;
so.FindProperty ("m_ColorMode").intValue = (int)cMode;
so.FindProperty ("m_BlurMode").intValue = (int)bMode;
so.FindProperty ("m_AdvancedBlur").boolValue = aBlur;
so.ApplyModifiedProperties ();
}
}
}
serializedObject.Update();
bool isAnyTMPro = targets.Cast<UIEffect>().Any(x => x.isTMPro);
var c = target as UIEffect;
//================
// Effect material.
//================
var spMaterial = serializedObject.FindProperty("m_EffectMaterial");
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
var spToneMode = serializedObject.FindProperty("m_EffectMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spToneMode);
// When tone is enable, show parameters.
if (spToneMode.intValue != (int)EffectMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor"));
EditorGUI.indentLevel--;
}
//================
// Color setting.
//================
var spColorMode = serializedObject.FindProperty("m_ColorMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spColorMode);
// When color is enable, show parameters.
//if (spColorMode.intValue != (int)ColorMode.Multiply)
{
EditorGUI.indentLevel++;
SerializedProperty spColor = serializedObject.FindProperty("m_Color");
if (spColor == null && serializedObject.targetObject is UIEffect) {
spColor = new SerializedObject (serializedObject.targetObjects.Select(x=>(x as UIEffect).targetGraphic).ToArray()).FindProperty(!isAnyTMPro ? "m_Color" : "m_fontColor");
}
EditorGUI.BeginChangeCheck ();
EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues;
#if UNITY_2018_1_OR_NEWER
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false);
#else
spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false, null);
#endif
if (EditorGUI.EndChangeCheck ()) {
spColor.serializedObject.ApplyModifiedProperties ();
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor"));
EditorGUI.indentLevel--;
}
//================
// Blur setting.
//================
var spBlurMode = serializedObject.FindProperty("m_BlurMode");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spBlurMode);
// When blur is enable, show parameters.
if (spBlurMode.intValue != (int)BlurMode.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur");
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(spAdvancedBlur);
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {});
ShowCanvasChannelsWarning ();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
_shader = Shader.Find ("TextMeshPro/Distance Field (UIEffect)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIEffect)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIEffect)");
}
//################################
// Private Members.
//################################
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 4f7e9f2ce1cb543ca88606769affbe24
timeCreated: 1487152293
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,102 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIGradient))]
[CanEditMultipleObjects]
public class UIGradientEditor : Editor
{
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Direction.
//================
var spDirection = serializedObject.FindProperty("m_Direction");
EditorGUILayout.PropertyField(spDirection);
//================
// Color.
//================
var spColor1 = serializedObject.FindProperty("m_Color1");
var spColor2 = serializedObject.FindProperty("m_Color2");
var spColor3 = serializedObject.FindProperty("m_Color3");
var spColor4 = serializedObject.FindProperty("m_Color4");
switch ((UIGradient.Direction)spDirection.intValue)
{
case UIGradient.Direction.Horizontal:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Left"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Right"));
break;
case UIGradient.Direction.Vertical:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Top"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Bottom"));
break;
case UIGradient.Direction.Angle:
EditorGUILayout.PropertyField(spColor1, new GUIContent("Color 1"));
EditorGUILayout.PropertyField(spColor2, new GUIContent("Color 2"));
break;
case UIGradient.Direction.Diagonal:
Rect r = EditorGUILayout.GetControlRect(false, 34);
r = EditorGUI.PrefixLabel(r, new GUIContent("Diagonal Color"));
float w = r.width / 2;
EditorGUI.PropertyField(new Rect(r.x, r.y, w, 16), spColor3, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x + w, r.y, w, 16), spColor4, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x, r.y + 18, w, 16), spColor1, GUIContent.none);
EditorGUI.PropertyField(new Rect(r.x + w, r.y + 18, w, 16), spColor2, GUIContent.none);
break;
}
//================
// Angle.
//================
if ((int)UIGradient.Direction.Angle <= spDirection.intValue)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Rotation"));
}
//================
// Offset.
//================
if ((int)UIGradient.Direction.Diagonal == spDirection.intValue)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Vertical Offset"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset2"), new GUIContent("Horizontal Offset"));
}
else
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Offset"));
}
//================
// Advanced options.
//================
EditorGUILayout.Space();
EditorGUILayout.LabelField("Advanced Options", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
{
//if ((target as UIGradient).targetGraphic is Text)
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_GradientStyle"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorSpace"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_IgnoreAspectRatio"));
}
EditorGUI.indentLevel--;
serializedObject.ApplyModifiedProperties();
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: c28dcc885fbba4a5187a6a1aa5fb1b3b
timeCreated: 1515895646
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,84 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIHsvModifier))]
[CanEditMultipleObjects]
public class UIHsvModifierEditor : BaseMeshEffectEditor
{
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spTargetColor = serializedObject.FindProperty("m_TargetColor");
_spRange = serializedObject.FindProperty("m_Range");
_spHue = serializedObject.FindProperty("m_Hue");
_spSaturation = serializedObject.FindProperty("m_Saturation");
_spValue = serializedObject.FindProperty("m_Value");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIHsvModifier)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIHsvModifier)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIHsvModifier)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spTargetColor);
EditorGUILayout.PropertyField(_spRange);
EditorGUILayout.PropertyField(_spHue);
EditorGUILayout.PropertyField(_spSaturation);
EditorGUILayout.PropertyField(_spValue);
var c = target as UIHsvModifier;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {});
ShowCanvasChannelsWarning ();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spTargetColor;
SerializedProperty _spRange;
SerializedProperty _spHue;
SerializedProperty _spSaturation;
SerializedProperty _spValue;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: f002ba0ac474d487b936bc046dda56b4
timeCreated: 1538806052
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,54 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIShadow editor.
/// </summary>
[CustomEditor(typeof(UIShadow))]
[CanEditMultipleObjects]
public class UIShadowEditor : Editor
{
UIEffect uiEffect;
void OnEnable()
{
uiEffect = (target as UIShadow).GetComponent<UIEffect>();
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Shadow setting.
//================
var spShadowMode = serializedObject.FindProperty("m_Style");
EditorGUILayout.PropertyField(spShadowMode);
// When shadow is enable, show parameters.
if (spShadowMode.intValue != (int)ShadowStyle.None)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectDistance"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectColor"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_UseGraphicAlpha"));
if (uiEffect && uiEffect.blurMode != BlurMode.None)
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor"));
}
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 6e76e7f628f09af449321b4776123f13
timeCreated: 1487152293
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,135 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UIShiny))]
[CanEditMultipleObjects]
public class UIShinyEditor : BaseMeshEffectEditor
{
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable ();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spWidth = serializedObject.FindProperty("m_Width");
_spRotation = serializedObject.FindProperty("m_Rotation");
_spSoftness = serializedObject.FindProperty("m_Softness");
_spBrightness = serializedObject.FindProperty("m_Brightness");
_spGloss = serializedObject.FindProperty("m_Gloss");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
_shader = Shader.Find ("TextMeshPro/Distance Field (UIShiny)");
_mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIShiny)");
_spriteShader = Shader.Find ("TextMeshPro/Sprite (UIShiny)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
EditorGUILayout.PropertyField(_spEffectFactor);
EditorGUILayout.PropertyField(_spWidth);
EditorGUILayout.PropertyField(_spRotation);
EditorGUILayout.PropertyField(_spSoftness);
EditorGUILayout.PropertyField(_spBrightness);
EditorGUILayout.PropertyField(_spGloss);
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Play", "ButtonLeft"))
{
(target as UIShiny).Play();
}
if (GUILayout.Button("Stop", "ButtonRight"))
{
(target as UIShiny).Stop();
}
}
var c = target as UIShiny;
c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {});
ShowCanvasChannelsWarning ();
ShowMaterialEditors (c.materials, 1, c.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectFactor;
SerializedProperty _spWidth;
SerializedProperty _spRotation;
SerializedProperty _spSoftness;
SerializedProperty _spBrightness;
SerializedProperty _spGloss;
SerializedProperty _spEffectArea;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 0080e984bad7545cd957d9121e99f988
timeCreated: 1538806052
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,190 @@
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Linq;
namespace Assets.Scripts.UI.UIEffect.Editors
{
/// <summary>
/// UIEffect editor.
/// </summary>
[CustomEditor(typeof(UITransitionEffect))]
[CanEditMultipleObjects]
public class UITransitionEffectEditor : BaseMeshEffectEditor
{
static int s_NoiseTexId;
//################################
// Public/Protected Members.
//################################
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected override void OnEnable()
{
base.OnEnable();
_spMaterial = serializedObject.FindProperty("m_EffectMaterial");
_spEffectMode = serializedObject.FindProperty("m_EffectMode");
_spEffectFactor = serializedObject.FindProperty("m_EffectFactor");
_spEffectArea = serializedObject.FindProperty("m_EffectArea");
_spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio");
_spDissolveWidth = serializedObject.FindProperty("m_DissolveWidth");
_spDissolveSoftness = serializedObject.FindProperty("m_DissolveSoftness");
_spDissolveColor = serializedObject.FindProperty("m_DissolveColor");
_spTransitionTexture = serializedObject.FindProperty("m_TransitionTexture");
var player = serializedObject.FindProperty("m_Player");
_spPlay = player.FindPropertyRelative("play");
_spDuration = player.FindPropertyRelative("duration");
_spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay");
_spLoop = player.FindPropertyRelative("loop");
_spLoopDelay = player.FindPropertyRelative("loopDelay");
_spUpdateMode = player.FindPropertyRelative("updateMode");
_spPassRayOnHidden = serializedObject.FindProperty("m_PassRayOnHidden");
s_NoiseTexId = Shader.PropertyToID("_NoiseTex");
_shader = Shader.Find("TextMeshPro/Distance Field (UITransition)");
_mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UITransition)");
_spriteShader = Shader.Find("TextMeshPro/Sprite (UITransition)");
}
/// <summary>
/// Implement this function to make a custom inspector.
/// </summary>
public override void OnInspectorGUI()
{
foreach (var d in targets.Cast<UITransitionEffect> ())
{
var mat = d.material;
if (d.isTMPro && mat && mat.HasProperty (s_NoiseTexId))
{
Texture noiseTexture = mat.GetTexture (s_NoiseTexId);
UITransitionEffect.EffectMode mode =
mat.IsKeywordEnabled ("CUTOFF") ? UITransitionEffect.EffectMode.Cutoff
: mat.IsKeywordEnabled ("FADE") ? UITransitionEffect.EffectMode.Fade
: mat.IsKeywordEnabled ("DISSOLVE") ? UITransitionEffect.EffectMode.Dissolve
: (UITransitionEffect.EffectMode)0;
if (mode == (UITransitionEffect.EffectMode)0)
{
mode = UITransitionEffect.EffectMode.Cutoff;
mat.EnableKeyword ("CUTOFF");
}
bool hasChanged = d.transitionTexture != noiseTexture || d.effectMode != mode;
if (hasChanged)
{
var so = new SerializedObject (d);
so.FindProperty ("m_TransitionTexture").objectReferenceValue = noiseTexture;
so.FindProperty ("m_EffectMode").intValue = (int)mode;
so.ApplyModifiedProperties ();
}
}
}
serializedObject.Update();
//================
// Effect material.
//================
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.PropertyField(_spMaterial);
EditorGUI.EndDisabledGroup();
//================
// Effect setting.
//================
bool isAnyTMPro = targets.Cast<UITransitionEffect>().Any(x => x.isTMPro);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spEffectMode);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(_spEffectFactor);
if (_spEffectMode.intValue == (int)UITransitionEffect.EffectMode.Dissolve)
{
EditorGUILayout.PropertyField(_spDissolveWidth);
EditorGUILayout.PropertyField(_spDissolveSoftness);
EditorGUILayout.PropertyField(_spDissolveColor);
}
EditorGUI.indentLevel--;
//================
// Advanced option.
//================
EditorGUILayout.PropertyField(_spEffectArea);
using (new EditorGUI.DisabledGroupScope(isAnyTMPro))
EditorGUILayout.PropertyField(_spTransitionTexture);
EditorGUILayout.PropertyField(_spKeepAspectRatio);
EditorGUILayout.PropertyField(_spPassRayOnHidden);
//================
// Effect player.
//================
EditorGUILayout.PropertyField(_spPlay);
EditorGUILayout.PropertyField(_spDuration);
EditorGUILayout.PropertyField(_spInitialPlayDelay);
EditorGUILayout.PropertyField(_spLoop);
EditorGUILayout.PropertyField(_spLoopDelay);
EditorGUILayout.PropertyField(_spUpdateMode);
// Debug.
using (new EditorGUI.DisabledGroupScope(!Application.isPlaying))
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox))
{
GUILayout.Label("Debug");
if (GUILayout.Button("Show", "ButtonLeft"))
{
(target as UITransitionEffect).Show();
}
if (GUILayout.Button("Hide", "ButtonRight"))
{
(target as UITransitionEffect).Hide();
}
}
var current = target as UITransitionEffect;
current.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat =>
{
if (mat.shader == _spriteShader)
{
mat.shaderKeywords = current.material.shaderKeywords;
mat.SetTexture(s_NoiseTexId, current.material.GetTexture(s_NoiseTexId));
}
});
ShowCanvasChannelsWarning();
ShowMaterialEditors(current.materials, 1, current.materials.Length - 1);
serializedObject.ApplyModifiedProperties();
}
//################################
// Private Members.
//################################
SerializedProperty _spMaterial;
SerializedProperty _spEffectMode;
SerializedProperty _spEffectFactor;
SerializedProperty _spEffectArea;
SerializedProperty _spKeepAspectRatio;
SerializedProperty _spDissolveWidth;
SerializedProperty _spDissolveSoftness;
SerializedProperty _spDissolveColor;
SerializedProperty _spTransitionTexture;
SerializedProperty _spPlay;
SerializedProperty _spLoop;
SerializedProperty _spLoopDelay;
SerializedProperty _spDuration;
SerializedProperty _spInitialPlayDelay;
SerializedProperty _spUpdateMode;
SerializedProperty _spPassRayOnHidden;
Shader _shader;
Shader _mobileShader;
Shader _spriteShader;
}
}
@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 631f363a54c834f1f846f823b31bd321
timeCreated: 1538806067
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: