public static void CreateButton(MenuCommand menuCommand) { using (var uiBase = new UIBase("Button", menuCommand, UIResources.ThickElementSize)) { var image = uiBase.GameObject.AddComponent <CurvedImage>(); image.sprite = UIResources.DefaultResources.Standard; image.type = Image.Type.Sliced; image.color = UIResources.DefaultSelectableColor; // Add text to the button uiBase.AddChildObject <CurvedTextMeshPro>("Curved Text", (objectBuilder) => { objectBuilder.RectTransform.anchorMin = Vector2.zero; objectBuilder.RectTransform.anchorMax = Vector2.one; objectBuilder.RectTransform.sizeDelta = Vector2.zero; var text = objectBuilder.Component; text.text = "Button"; text.alignment = TextAlignmentOptions.Center; text.fontSize = 24; text.color = UIResources.TextColor; }); var button = uiBase.GameObject.AddComponent <Button>(); SetDefaultColorTransitionValues(button); uiBase.GameObject.AddComponent <CurveComponent>(); } }
public static void CreateInputField(MenuCommand menuCommand) { using (var uiBase = new UIBase("Input Field", menuCommand, UIResources.ThickElementSize)) { var image = uiBase.GameObject.AddComponent <CurvedImage>(); image.sprite = UIResources.DefaultResources.InputField; image.type = Image.Type.Sliced; image.color = UIResources.DefaultSelectableColor; var inputField = uiBase.GameObject.AddComponent <TMP_InputField>(); // Area for the placeholder and real text // We add a mask here so text doesn't overflow from the box itself uiBase.AddChildObject <CurvedImage>("Text Area", (textArea) => { textArea.RectTransform.anchorMin = Vector2.zero; textArea.RectTransform.anchorMax = Vector2.one; textArea.RectTransform.sizeDelta = Vector2.zero; textArea.RectTransform.offsetMin = new Vector2(10, 6); textArea.RectTransform.offsetMax = new Vector2(-10, -7); textArea.Component.sprite = UIResources.DefaultResources.Mask; textArea.Component.type = Image.Type.Sliced; var mask = textArea.GameObject.AddComponent <Mask>(); mask.showMaskGraphic = false; textArea.GameObject.AddComponent <CurveComponent>(); // Placeholder text textArea.AddChildObject <CurvedTextMeshPro>("Placeholder", (placeholder) => { placeholder.Component.text = "Enter text..."; placeholder.Component.enableWordWrapping = false; placeholder.Component.extraPadding = true; placeholder.Component.fontSize = 14; placeholder.Component.fontStyle = FontStyles.Italic; placeholder.RectTransform.anchorMin = Vector2.zero; placeholder.RectTransform.anchorMax = Vector2.one; placeholder.RectTransform.sizeDelta = Vector2.zero; placeholder.RectTransform.offsetMin = Vector2.zero; placeholder.RectTransform.offsetMax = Vector2.zero; // We want it to be half as opaque as the default text color var textColor = UIResources.TextColor; textColor.a *= 0.5f; placeholder.Component.color = textColor; placeholder.GameObject.AddComponent <LayoutElement>().ignoreLayout = true; inputField.placeholder = placeholder.Component; }) // Actual text .AddChildObject <CurvedTextMeshPro>("Text", (text) => { text.Component.text = ""; text.Component.enableWordWrapping = false; text.Component.extraPadding = true; text.Component.richText = true; text.Component.fontSize = 14; text.Component.color = UIResources.TextColor; text.RectTransform.anchorMin = Vector2.zero; text.RectTransform.anchorMax = Vector2.one; text.RectTransform.sizeDelta = Vector2.zero; text.RectTransform.offsetMin = Vector2.zero; text.RectTransform.offsetMax = Vector2.zero; inputField.textComponent = text.Component; inputField.fontAsset = text.Component.font; }); inputField.textViewport = textArea.RectTransform; }); SetDefaultColorTransitionValues(inputField); uiBase.GameObject.AddComponent <CurveComponent>(); } }
/* * Now admittedly, when I started the whole UIBase and UIObjectBuilder system, I thought it would * result in cleaner code compared to how TMPro does it. * * Clearly, doing complex UI programatically (like this dropdown) has proven me wrong. */ public static void CreateDropdown(MenuCommand menuCommand) { using (var uiBase = new UIBase("Dropdown", menuCommand, UIResources.ThickElementSize)) { var image = uiBase.GameObject.AddComponent <CurvedImage>(); image.sprite = UIResources.DefaultResources.InputField; image.type = Image.Type.Sliced; image.color = UIResources.DefaultSelectableColor; var dropdown = uiBase.GameObject.AddComponent <TMP_Dropdown>(); dropdown.targetGraphic = image; // Add the label which shows our selected item uiBase.AddChildObject <CurvedTextMeshPro>("Label", (label) => { label.Component.fontSize = 14; label.Component.color = UIResources.TextColor; label.Component.alignment = TextAlignmentOptions.Left; label.RectTransform.anchorMin = Vector2.zero; label.RectTransform.anchorMax = Vector2.one; label.RectTransform.offsetMin = new Vector2(10, 6); label.RectTransform.offsetMax = new Vector2(-25, -7); dropdown.captionText = label.Component; }) // Adds the dropdown arrow .AddChildObject <CurvedImage>("Arrow", (arrow) => { arrow.Component.sprite = UIResources.DefaultResources.Dropdown; arrow.RectTransform.anchorMin = new Vector2(1, 0.5f); arrow.RectTransform.anchorMax = new Vector2(1, 0.5f); arrow.RectTransform.sizeDelta = new Vector2(20, 20); arrow.RectTransform.anchoredPosition = new Vector2(-15, 0); arrow.GameObject.AddComponent <CurveComponent>(); }) // Adds the box that opens up when you click the dropdown .AddChildObject <CurvedImage>("Template", (template) => { template.RectTransform.anchorMin = new Vector2(0, 0); template.RectTransform.anchorMax = new Vector2(1, 0); template.RectTransform.pivot = new Vector2(0.5f, 1); template.RectTransform.anchoredPosition = new Vector2(0, 2); template.RectTransform.sizeDelta = new Vector2(0, 150); template.Component.sprite = UIResources.DefaultResources.Standard; template.Component.type = Image.Type.Sliced; var scrollRect = template.GameObject.AddComponent <ScrollRect>(); // Its scrollbar time. template.AddChildObject <Scrollbar>("Scrollbar", (scrollbar) => { scrollbar.RectTransform.sizeDelta = UIResources.ThinElementSize; var scrollbarImage = scrollbar.GameObject.AddComponent <CurvedImage>(); scrollbarImage.sprite = UIResources.DefaultResources.Standard; scrollbarImage.type = Image.Type.Sliced; scrollbarImage.color = UIResources.DefaultSelectableColor; // Sliding area for the scrollbar scrollbar.AddChildObject("Sliding Area", (sliderArea) => { sliderArea.RectTransform.sizeDelta = new Vector2(-20, -20); sliderArea.RectTransform.anchorMin = Vector2.zero; sliderArea.RectTransform.anchorMax = Vector2.one; scrollbar.Component.handleRect = sliderArea.RectTransform; // Interactable handle sliderArea.AddChildObject <CurvedImage>("Handle", (handle) => { handle.Component.sprite = UIResources.DefaultResources.Standard; handle.Component.type = Image.Type.Sliced; handle.Component.color = UIResources.DefaultSelectableColor; handle.RectTransform.sizeDelta = new Vector2(20, 20); scrollbar.Component.handleRect = handle.RectTransform; scrollbar.Component.targetGraphic = handle.Component; handle.GameObject.AddComponent <CurveComponent>(); }); }); scrollbar.Component.SetDirection(Scrollbar.Direction.BottomToTop, true); scrollbar.RectTransform.anchorMin = Vector2.right; scrollbar.RectTransform.anchorMax = Vector2.one; scrollbar.RectTransform.pivot = Vector2.one; scrollbar.RectTransform.sizeDelta = new Vector2(scrollbar.RectTransform.sizeDelta.x, 0); scrollRect.verticalScrollbar = scrollbar.Component; SetDefaultColorTransitionValues(scrollbar.Component); scrollbar.GameObject.AddComponent <CurveComponent>(); }) // Add our viewport, which is where all dropdown items will live. // We put a mask here so items don't overflow past the dropdown .AddChildObject <CurvedImage>("Viewport", (viewport) => { viewport.RectTransform.anchorMin = new Vector2(0, 0); viewport.RectTransform.anchorMax = new Vector2(1, 1); viewport.RectTransform.sizeDelta = new Vector2(-18, 0); viewport.RectTransform.pivot = new Vector2(0, 1); viewport.Component.sprite = UIResources.DefaultResources.Mask; viewport.Component.type = Image.Type.Sliced; var mask = viewport.GameObject.AddComponent <Mask>(); mask.showMaskGraphic = false; // Content that will scroll up-down with the scroll bar. viewport.AddChildObject("Content", (content) => { content.RectTransform.anchorMin = new Vector2(0f, 1); content.RectTransform.anchorMax = new Vector2(1f, 1); content.RectTransform.pivot = new Vector2(0.5f, 1); content.RectTransform.anchoredPosition = new Vector2(0, 0); content.RectTransform.sizeDelta = new Vector2(0, 28); // Template item, which will be duplicated for every dropdown option content.AddChildObject <Toggle>("Item", (item) => { item.RectTransform.anchorMin = new Vector2(0, 0.5f); item.RectTransform.anchorMax = new Vector2(1, 0.5f); item.RectTransform.sizeDelta = new Vector2(0, 20); // Background, also acts as the target for the toggle item.AddChildObject <CurvedImage>("Item Background", (itemBackground) => { itemBackground.RectTransform.anchorMin = Vector2.zero; itemBackground.RectTransform.anchorMax = Vector2.one; itemBackground.RectTransform.sizeDelta = Vector2.zero; itemBackground.Component.sprite = UIResources.DefaultResources.Standard; itemBackground.Component.type = Image.Type.Sliced; itemBackground.Component.color = new Color32(245, 245, 245, 0); itemBackground.GameObject.AddComponent <CurveComponent>(); item.Component.targetGraphic = itemBackground.Component; }) // Checkmark for the selected option .AddChildObject <CurvedImage>("Item Checkmark", (itemCheckmark) => { itemCheckmark.RectTransform.anchorMin = new Vector2(0, 0.5f); itemCheckmark.RectTransform.anchorMax = new Vector2(0, 0.5f); itemCheckmark.RectTransform.sizeDelta = new Vector2(20, 20); itemCheckmark.RectTransform.anchoredPosition = new Vector2(10, 0); itemCheckmark.Component.sprite = UIResources.DefaultResources.Checkmark; itemCheckmark.Component.type = Image.Type.Sliced; itemCheckmark.GameObject.AddComponent <CurveComponent>(); item.Component.graphic = itemCheckmark.Component; }) // Label for what the item represents .AddChildObject <CurvedTextMeshPro>("Item Label", (itemLabel) => { itemLabel.RectTransform.anchorMin = Vector2.zero; itemLabel.RectTransform.anchorMax = Vector2.one; itemLabel.RectTransform.offsetMin = new Vector2(20, 1); itemLabel.RectTransform.offsetMax = new Vector2(-10, -2); itemLabel.Component.fontSize = 14; itemLabel.Component.color = UIResources.TextColor; itemLabel.Component.alignment = TextAlignmentOptions.Left; itemLabel.Component.text = "Option A"; dropdown.itemText = itemLabel.Component; }); item.Component.isOn = true; }); scrollRect.content = content.RectTransform; }); scrollRect.viewport = viewport.RectTransform; viewport.GameObject.AddComponent <CurveComponent>(); }); scrollRect.horizontal = false; scrollRect.movementType = ScrollRect.MovementType.Clamped; scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport; scrollRect.verticalScrollbarSpacing = -3; template.GameObject.AddComponent <CurveComponent>(); dropdown.template = template.RectTransform; }); SetDefaultColorTransitionValues(dropdown); dropdown.options.Add(new TMP_Dropdown.OptionData { text = "Option A" }); dropdown.options.Add(new TMP_Dropdown.OptionData { text = "Option B" }); dropdown.options.Add(new TMP_Dropdown.OptionData { text = "Option C" }); dropdown.RefreshShownValue(); uiBase.GameObject.AddComponent <CurveComponent>(); } }