using System;
using UnityEditor.SceneManagement;
using UnityEditor.EventSystems;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace UnityEditor.UI
{
///
/// This script adds the UI menu options to the Unity Editor.
///
static internal class MenuOptions
{
enum MenuOptionsPriorityOrder {
// 2000 - Text (TMP)
Image = 2001,
RawImage = 2002,
Panel = 2003,
// 2020 - Button (TMP)
Toggle = 2101,
// 2022 - Dropdown (TMP)
// 2023 - Input Field (TMP)
Slider = 2104,
Scrollbar = 2105,
ScrollView = 2106,
RaycastReceiver = 2210,
Canvas = 2300,
EventSystem = 2301,
Text = 2400,
Button = 2401,
Dropdown = 2402,
InputField = 2403,
};
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 DefaultControls.Resources s_StandardResources;
static private 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 class DefaultEditorFactory : DefaultControls.IFactoryControls
{
public static DefaultEditorFactory Default = new DefaultEditorFactory();
public GameObject CreateGameObject(string name, params Type[] components)
{
return ObjectFactory.CreateGameObject(name, components);
}
}
private class FactorySwapToEditor : IDisposable
{
DefaultControls.IFactoryControls factory;
public FactorySwapToEditor()
{
factory = DefaultControls.factory;
DefaultControls.factory = DefaultEditorFactory.Default;
}
public void Dispose()
{
DefaultControls.factory = factory;
}
}
private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)
{
GameObject parent = menuCommand.context as GameObject;
if (parent == null)
{
parent = GetOrCreateCanvasGameObject();
// 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