Initial Commit
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections;
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namespace TMPro.EditorUtilities
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{
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public class TMP_ContextMenus : Editor
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{
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private static Texture m_copiedTexture;
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private static Material m_copiedProperties;
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private static Material m_copiedAtlasProperties;
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// Add a Context Menu to the Texture Editor Panel to allow Copy / Paste of Texture.
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#if !TEXTCORE_1_0_OR_NEWER
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[MenuItem("CONTEXT/Texture/Copy", false, 2000)]
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static void CopyTexture(MenuCommand command)
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{
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m_copiedTexture = command.context as Texture;
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}
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// Select the currently assigned material or material preset.
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[MenuItem("CONTEXT/Material/Select Material", false, 500)]
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static void SelectMaterial(MenuCommand command)
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{
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Material mat = command.context as Material;
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// Select current material
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EditorUtility.FocusProjectWindow();
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EditorGUIUtility.PingObject(mat);
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}
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#endif
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// Add a Context Menu to allow easy duplication of the Material.
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[MenuItem("CONTEXT/Material/Create Material Preset", false)]
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static void DuplicateMaterial(MenuCommand command)
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{
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// Get the type of text object
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// If material is not a base material, we get material leaks...
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Material source_Mat = (Material)command.context;
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if (!EditorUtility.IsPersistent(source_Mat))
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{
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Debug.LogWarning("Material is an instance and cannot be converted into a persistent asset.");
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return;
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}
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string assetPath = AssetDatabase.GetAssetPath(source_Mat).Split('.')[0];
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if (assetPath.IndexOf("Assets/", System.StringComparison.InvariantCultureIgnoreCase) == -1)
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{
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Debug.LogWarning("Material Preset cannot be created from a material that is located outside the project.");
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return;
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}
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Material duplicate = new Material(source_Mat);
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// Need to manually copy the shader keywords
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duplicate.shaderKeywords = source_Mat.shaderKeywords;
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AssetDatabase.CreateAsset(duplicate, AssetDatabase.GenerateUniqueAssetPath(assetPath + ".mat"));
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GameObject[] selectedObjects = Selection.gameObjects;
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// Assign new Material Preset to selected text objects.
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for (int i = 0; i < selectedObjects.Length; i++)
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{
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TMP_Text textObject = selectedObjects[i].GetComponent<TMP_Text>();
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if (textObject != null)
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{
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textObject.fontSharedMaterial = duplicate;
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}
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else
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{
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TMP_SubMesh subMeshObject = selectedObjects[i].GetComponent<TMP_SubMesh>();
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if (subMeshObject != null)
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subMeshObject.sharedMaterial = duplicate;
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else
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{
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TMP_SubMeshUI subMeshUIObject = selectedObjects[i].GetComponent<TMP_SubMeshUI>();
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if (subMeshUIObject != null)
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subMeshUIObject.sharedMaterial = duplicate;
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}
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}
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}
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// Ping newly created Material Preset.
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EditorUtility.FocusProjectWindow();
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EditorGUIUtility.PingObject(duplicate);
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}
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// COPY MATERIAL PROPERTIES
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#if !TEXTCORE_1_0_OR_NEWER
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[MenuItem("CONTEXT/Material/Copy Material Properties", false)]
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static void CopyMaterialProperties(MenuCommand command)
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{
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Material mat = null;
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if (command.context.GetType() == typeof(Material))
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mat = (Material)command.context;
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else
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{
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mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
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}
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m_copiedProperties = new Material(mat);
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m_copiedProperties.shaderKeywords = mat.shaderKeywords;
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m_copiedProperties.hideFlags = HideFlags.DontSave;
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}
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// PASTE MATERIAL PROPERTIES
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[MenuItem("CONTEXT/Material/Paste Material Properties", true)]
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static bool PasteMaterialPropertiesValidate(MenuCommand command)
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{
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if (m_copiedProperties == null)
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return false;
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return AssetDatabase.IsOpenForEdit(command.context);
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}
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[MenuItem("CONTEXT/Material/Paste Material Properties", false)]
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static void PasteMaterialProperties(MenuCommand command)
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{
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if (m_copiedProperties == null)
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{
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Debug.LogWarning("No Material Properties to Paste. Use Copy Material Properties first.");
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return;
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}
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Material mat = null;
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if (command.context.GetType() == typeof(Material))
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mat = (Material)command.context;
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else
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{
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mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
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}
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Undo.RecordObject(mat, "Paste Material");
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ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
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if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
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{
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// Preserve unique SDF properties from destination material.
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m_copiedProperties.SetTexture(ShaderUtilities.ID_MainTex, mat.GetTexture(ShaderUtilities.ID_MainTex));
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m_copiedProperties.SetFloat(ShaderUtilities.ID_GradientScale, mat.GetFloat(ShaderUtilities.ID_GradientScale));
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m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureWidth, mat.GetFloat(ShaderUtilities.ID_TextureWidth));
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m_copiedProperties.SetFloat(ShaderUtilities.ID_TextureHeight, mat.GetFloat(ShaderUtilities.ID_TextureHeight));
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}
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EditorShaderUtilities.CopyMaterialProperties(m_copiedProperties, mat);
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// Copy ShaderKeywords from one material to the other.
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mat.shaderKeywords = m_copiedProperties.shaderKeywords;
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// Let TextMeshPro Objects that this mat has changed.
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TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
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}
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// Enable Resetting of Material properties without losing unique properties of the font atlas.
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[MenuItem("CONTEXT/Material/Reset", true, 2100)]
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static bool ResetSettingsValidate(MenuCommand command)
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{
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return AssetDatabase.IsOpenForEdit(command.context);
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}
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[MenuItem("CONTEXT/Material/Reset", false, 2100)]
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static void ResetSettings(MenuCommand command)
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{
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Material mat = null;
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if (command.context.GetType() == typeof(Material))
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mat = (Material)command.context;
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else
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{
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mat = Selection.activeGameObject.GetComponent<CanvasRenderer>().GetMaterial();
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}
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Undo.RecordObject(mat, "Reset Material");
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ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
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if (mat.HasProperty(ShaderUtilities.ID_GradientScale))
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{
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// Copy unique properties of the SDF Material
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var texture = mat.GetTexture(ShaderUtilities.ID_MainTex);
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var gradientScale = mat.GetFloat(ShaderUtilities.ID_GradientScale);
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var texWidth = mat.GetFloat(ShaderUtilities.ID_TextureWidth);
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var texHeight = mat.GetFloat(ShaderUtilities.ID_TextureHeight);
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var stencilId = 0.0f;
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var stencilComp = 0.0f;
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if (mat.HasProperty(ShaderUtilities.ID_StencilID))
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{
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stencilId = mat.GetFloat(ShaderUtilities.ID_StencilID);
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stencilComp = mat.GetFloat(ShaderUtilities.ID_StencilComp);
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}
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var normalWeight = mat.GetFloat(ShaderUtilities.ID_WeightNormal);
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var boldWeight = mat.GetFloat(ShaderUtilities.ID_WeightBold);
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// Reset the material
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Unsupported.SmartReset(mat);
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// Reset ShaderKeywords
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mat.shaderKeywords = new string[0]; // { "BEVEL_OFF", "GLOW_OFF", "UNDERLAY_OFF" };
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// Copy unique material properties back to the material.
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mat.SetTexture(ShaderUtilities.ID_MainTex, texture);
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mat.SetFloat(ShaderUtilities.ID_GradientScale, gradientScale);
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mat.SetFloat(ShaderUtilities.ID_TextureWidth, texWidth);
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mat.SetFloat(ShaderUtilities.ID_TextureHeight, texHeight);
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if (mat.HasProperty(ShaderUtilities.ID_StencilID))
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{
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mat.SetFloat(ShaderUtilities.ID_StencilID, stencilId);
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mat.SetFloat(ShaderUtilities.ID_StencilComp, stencilComp);
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}
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mat.SetFloat(ShaderUtilities.ID_WeightNormal, normalWeight);
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mat.SetFloat(ShaderUtilities.ID_WeightBold, boldWeight);
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}
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else
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{
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Unsupported.SmartReset(mat);
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}
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TMPro_EventManager.ON_MATERIAL_PROPERTY_CHANGED(true, mat);
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}
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//This function is used for debugging and fixing potentially broken font atlas links.
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[MenuItem("CONTEXT/Material/Copy Atlas", false, 2000)]
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static void CopyAtlas(MenuCommand command)
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{
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Material mat = command.context as Material;
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m_copiedAtlasProperties = new Material(mat);
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m_copiedAtlasProperties.hideFlags = HideFlags.DontSave;
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}
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// This function is used for debugging and fixing potentially broken font atlas links
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[MenuItem("CONTEXT/Material/Paste Atlas", true, 2001)]
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static bool PasteAtlasValidate(MenuCommand command)
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{
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if (m_copiedAtlasProperties == null && m_copiedTexture == null)
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return false;
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return AssetDatabase.IsOpenForEdit(command.context);
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}
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[MenuItem("CONTEXT/Material/Paste Atlas", false, 2001)]
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static void PasteAtlas(MenuCommand command)
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{
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Material mat = command.context as Material;
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if (mat == null)
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return;
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if (m_copiedAtlasProperties != null)
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{
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Undo.RecordObject(mat, "Paste Texture");
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ShaderUtilities.GetShaderPropertyIDs(); // Make sure we have valid Property IDs
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if (m_copiedAtlasProperties.HasProperty(ShaderUtilities.ID_MainTex))
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mat.SetTexture(ShaderUtilities.ID_MainTex, m_copiedAtlasProperties.GetTexture(ShaderUtilities.ID_MainTex));
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if (m_copiedAtlasProperties.HasProperty(ShaderUtilities.ID_GradientScale))
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{
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mat.SetFloat(ShaderUtilities.ID_GradientScale, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_GradientScale));
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mat.SetFloat(ShaderUtilities.ID_TextureWidth, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_TextureWidth));
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mat.SetFloat(ShaderUtilities.ID_TextureHeight, m_copiedAtlasProperties.GetFloat(ShaderUtilities.ID_TextureHeight));
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}
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}
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else if (m_copiedTexture != null)
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{
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Undo.RecordObject(mat, "Paste Texture");
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mat.SetTexture(ShaderUtilities.ID_MainTex, m_copiedTexture);
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}
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//DestroyImmediate(m_copiedAtlasProperties);
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}
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#endif
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// Context Menus for TMPro Font Assets
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//This function is used for debugging and fixing potentially broken font atlas links.
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[MenuItem("CONTEXT/TMP_FontAsset/Extract Atlas", false, 2100)]
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static void ExtractAtlas(MenuCommand command)
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{
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TMP_FontAsset font = command.context as TMP_FontAsset;
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string fontPath = AssetDatabase.GetAssetPath(font);
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string texPath = Path.GetDirectoryName(fontPath) + "/" + Path.GetFileNameWithoutExtension(fontPath) + " Atlas.png";
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// Create a Serialized Object of the texture to allow us to make it readable.
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SerializedObject texprop = new SerializedObject(font.material.GetTexture(ShaderUtilities.ID_MainTex));
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texprop.FindProperty("m_IsReadable").boolValue = true;
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texprop.ApplyModifiedProperties();
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// Create a copy of the texture.
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Texture2D tex = Instantiate(font.material.GetTexture(ShaderUtilities.ID_MainTex)) as Texture2D;
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// Set the texture to not readable again.
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texprop.FindProperty("m_IsReadable").boolValue = false;
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texprop.ApplyModifiedProperties();
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Debug.Log(texPath);
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// Saving File for Debug
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var pngData = tex.EncodeToPNG();
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File.WriteAllBytes(texPath, pngData);
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AssetDatabase.Refresh();
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DestroyImmediate(tex);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="command"></param>
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[MenuItem("CONTEXT/TMP_FontAsset/Update Atlas Texture...", false, 2000)]
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static void RegenerateFontAsset(MenuCommand command)
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{
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TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
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if (fontAsset != null)
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{
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TMPro_FontAssetCreatorWindow.ShowFontAtlasCreatorWindow(fontAsset);
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}
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}
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[MenuItem("CONTEXT/TMP_FontAsset/Force Upgrade To Version 1.1.0...", false, 2010)]
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static void ForceFontAssetUpgrade(MenuCommand command)
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{
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TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
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if (fontAsset != null)
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{
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fontAsset.UpgradeFontAsset();
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TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, fontAsset);
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}
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}
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/// <summary>
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/// Clear Dynamic Font Asset data such as glyph, character and font features.
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/// </summary>
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/// <param name="command"></param>
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[MenuItem("CONTEXT/TMP_FontAsset/Reset", true, 100)]
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static bool ClearFontAssetDataValidate(MenuCommand command)
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{
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return AssetDatabase.IsOpenForEdit(command.context);
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}
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[MenuItem("CONTEXT/TMP_FontAsset/Reset", false, 100)]
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static void ClearFontAssetData(MenuCommand command)
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{
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TMP_FontAsset fontAsset = command.context as TMP_FontAsset;
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if (fontAsset != null && Selection.activeObject != fontAsset)
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{
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Selection.activeObject = fontAsset;
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}
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fontAsset.ClearFontAssetData(true);
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TMPro_EventManager.ON_FONT_PROPERTY_CHANGED(true, fontAsset);
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}
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[MenuItem("CONTEXT/TrueTypeFontImporter/Create TMP Font Asset...", false, 200)]
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static void CreateFontAsset(MenuCommand command)
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{
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TrueTypeFontImporter importer = command.context as TrueTypeFontImporter;
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if (importer != null)
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{
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Font sourceFontFile = AssetDatabase.LoadAssetAtPath<Font>(importer.assetPath);
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if (sourceFontFile)
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TMPro_FontAssetCreatorWindow.ShowFontAtlasCreatorWindow(sourceFontFile);
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}
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}
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}
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}
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