Initial Commit
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Presets;
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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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private static string[] k_SortingLayerNames;
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bool IsPreset;
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SerializedProperty m_IsVolumetricTextProp;
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SerializedProperty m_IsOrthographicProp;
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Object[] m_Renderers;
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SerializedObject m_RendererSerializedObject;
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SerializedProperty m_RendererSortingLayerProp;
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SerializedProperty m_RendererSortingLayerIDProp;
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SerializedProperty m_RendererSortingOrderProp;
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SerializedProperty m_TextSortingLayerProp;
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SerializedProperty m_TextSortingLayerIDProp;
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SerializedProperty m_TextSortingOrderProp;
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protected override void OnEnable()
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{
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base.OnEnable();
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// Determine if the inspected object is a Preset
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IsPreset = (int)(target as Component).gameObject.hideFlags == 93;
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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_Renderers = new Object[targets.Length];
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for (int i = 0; i < m_Renderers.Length; i++)
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m_Renderers[i] = (targets[i] as TextMeshPro)?.GetComponent<Renderer>();
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m_RendererSerializedObject = new SerializedObject(m_Renderers);
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m_RendererSortingLayerProp = m_RendererSerializedObject.FindProperty("m_SortingLayer");
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m_RendererSortingLayerIDProp = m_RendererSerializedObject.FindProperty("m_SortingLayerID");
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m_RendererSortingOrderProp = m_RendererSerializedObject.FindProperty("m_SortingOrder");
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m_TextSortingLayerProp = serializedObject.FindProperty("_SortingLayer");
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m_TextSortingLayerIDProp = serializedObject.FindProperty("_SortingLayerID");
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m_TextSortingOrderProp = serializedObject.FindProperty("_SortingOrder");
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// Populate Sorting Layer Names
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k_SortingLayerNames = SortingLayerHelper.sortingLayerNames;
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}
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protected override void DrawExtraSettings()
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{
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Rect rect = EditorGUILayout.GetControlRect(false, 24);
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if (GUI.Button(rect, new GUIContent("<b>Extra Settings</b>"), TMP_UIStyleManager.sectionHeader))
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Foldout.extraSettings = !Foldout.extraSettings;
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GUI.Label(rect, (Foldout.extraSettings ? "" : k_UiStateLabel[1]), TMP_UIStyleManager.rightLabel);
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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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DrawIsTextObjectScaleStatic();
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DrawOrthographicMode();
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DrawRichText();
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DrawParsing();
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DrawSpriteAsset();
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DrawStyleSheet();
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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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private void DrawSortingLayer()
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{
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m_RendererSerializedObject.Update();
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Rect rect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
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// Special handling for Presets where the sorting layer, id and order is serialized with the text object instead of on the MeshRenderer.
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SerializedProperty sortingLayerProp = IsPreset ? m_TextSortingLayerProp : m_RendererSortingLayerProp;
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SerializedProperty sortingLayerIDProp = IsPreset ? m_TextSortingLayerIDProp : m_RendererSortingLayerIDProp;
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EditorGUI.BeginProperty(rect, k_SortingLayerLabel, sortingLayerIDProp);
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EditorGUI.BeginChangeCheck();
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int newLayerIndex = EditorGUI.Popup(rect, k_SortingLayerLabel, sortingLayerProp.intValue, k_SortingLayerNames);
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if (EditorGUI.EndChangeCheck())
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{
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sortingLayerProp.intValue = newLayerIndex;
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sortingLayerIDProp.intValue = SortingLayer.NameToID(k_SortingLayerNames[newLayerIndex]);
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m_HavePropertiesChanged = true;
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// Sync Sorting Layer ID change on potential sub text object.
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TextMeshPro textComponent = m_TextComponent as TextMeshPro;
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textComponent.UpdateSubMeshSortingLayerID(sortingLayerIDProp.intValue);
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}
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EditorGUI.EndProperty();
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// Sorting Order
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SerializedProperty sortingOrderLayerProp = IsPreset ? m_TextSortingOrderProp : m_RendererSortingOrderProp;
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(sortingOrderLayerProp, k_OrderInLayerLabel);
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if (EditorGUI.EndChangeCheck())
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{
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m_HavePropertiesChanged = true;
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TextMeshPro textComponent = m_TextComponent as TextMeshPro;
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textComponent.UpdateSubMeshSortingOrder(sortingOrderLayerProp.intValue);
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}
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m_RendererSerializedObject.ApplyModifiedProperties();
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EditorGUILayout.Space();
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}
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private 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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}
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