Пример #1
0
        private void OnEnable()
        {
            if (fontUpgrades.Count == 0)
            {
                fontUpgrades.Add(new FontUpgrade());
            }

            // First font upgrade is the default one
            FontUpgrade defaultFontUpgrade = fontUpgrades[0];

            if (!defaultFontUpgrade.tmpFont)
            {
                defaultFontUpgrade.tmpFont = TMP_Settings.defaultFontAsset;
                if (!defaultFontUpgrade.tmpFont)
                {
                    defaultFontUpgrade.tmpFont = GetFirstAssetOfType <TMP_FontAsset>();
                }

                if (defaultFontUpgrade.tmpFont)
                {
                    defaultFontUpgrade.tmpFontMaterialDefault          = defaultFontUpgrade.tmpFont.material;
                    defaultFontUpgrade.tmpFontMaterialShadow           = defaultFontUpgrade.tmpFontMaterialDefault;
                    defaultFontUpgrade.tmpFontMaterialOutline          = defaultFontUpgrade.tmpFontMaterialDefault;
                    defaultFontUpgrade.tmpFontMaterialShadowAndOutline = defaultFontUpgrade.tmpFontMaterialDefault;
                }
            }
        }
Пример #2
0
        private TMP_FontAsset GetCorrespondingTMPFontAsset(Font font, Component source, out Material fontMaterial)
        {
            fontMaterial = null;
            if (!font)
            {
                return(null);
            }

            FontUpgrade fontUpgrade = fontUpgrades[0];

            for (int i = 1; i < fontUpgrades.Count; i++)
            {
                if (fontUpgrades[i].unityFont == font)
                {
                    fontUpgrade = fontUpgrades[i];
                    break;
                }
            }

            TMP_FontAsset fontAsset = fontUpgrade.tmpFont;

            if (!source)
            {
                fontMaterial = fontUpgrade.tmpFontMaterialDefault;
            }
            else
            {
                BaseMeshEffect[] modifierComponents = source.GetComponents <BaseMeshEffect>();

                bool shadowEnabled  = false;
                bool outlineEnabled = false;
                for (int i = 0; i < modifierComponents.Length; i++)
                {
                    if (modifierComponents[i] && modifierComponents[i].enabled)
                    {
                        // We aren't using "modifierComponents[i] is Shadow" because Outline component derives from Shadow
                        if (modifierComponents[i].GetType() == typeof(Shadow))
                        {
                            shadowEnabled = true;
                        }
                        else if (modifierComponents[i].GetType() == typeof(Outline))
                        {
                            outlineEnabled = true;
                        }
                    }
                }

                // For some unknown reason, calling DestroyImmediate while iterating the array causes strange issues like a Shadow component suddenly becoming
                // an Outline component. Thus, we are destroying the components only after assigning the shadowEnabled and outlineEnabled's values correctly
                for (int i = 0; i < modifierComponents.Length; i++)
                {
                    if (modifierComponents[i] && (modifierComponents[i].GetType() == typeof(Shadow) || modifierComponents[i].GetType() == typeof(Outline)))
                    {
                        stringBuilder.AppendLine("Removing " + modifierComponents[i].GetType().Name + " component from " + GetPathOfObject(source.transform));
                        DestroyImmediate(modifierComponents[i], true);
                    }
                }

                if (shadowEnabled)
                {
                    if (outlineEnabled)
                    {
                        fontMaterial = fontUpgrade.tmpFontMaterialShadowAndOutline;
                    }
                    else
                    {
                        fontMaterial = fontUpgrade.tmpFontMaterialShadow;
                    }
                }
                else if (outlineEnabled)
                {
                    fontMaterial = fontUpgrade.tmpFontMaterialOutline;
                }
                else
                {
                    fontMaterial = fontUpgrade.tmpFontMaterialDefault;
                }
            }

            if (!fontMaterial)
            {
                fontMaterial = fontAsset.material;
            }

            return(fontAsset);
        }
Пример #3
0
        private void OnGUI()
        {
            if (EditorApplication.isPlaying)
            {
                EditorGUILayout.HelpBox("Text To TMP can't work while in Play Mode.", MessageType.Error);
                return;
            }

            if (!AreScenesSaved())
            {
                EditorGUILayout.HelpBox("Text To TMP can't work while there are unsaved Scenes.", MessageType.Error);
                return;
            }

#if UNITY_2018_3_OR_NEWER
            PrefabStage openPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
            if (openPrefabStage != null && openPrefabStage.stageHandle.IsValid() && openPrefabStage.scene.isDirty)
            {
                EditorGUILayout.HelpBox("Text To TMP can't work while there are unsaved changes in the Prefab stage.", MessageType.Error);
                return;
            }
#endif

            if (boldWordWrappedLabel == null)
            {
                boldWordWrappedLabel = new GUIStyle(EditorStyles.boldLabel)
                {
                    wordWrap = true
                }
            }
            ;

            scrollPos = GUILayout.BeginScrollView(scrollPos);

            Event ev = Event.current;

            if (stage == UpgradeStage.InitializeAndCollectReferences)
            {
                GUILayout.Box("Assets & Scenes To Upgrade", GL_EXPAND_WIDTH);

                if ((ev.type == EventType.DragPerform || ev.type == EventType.DragUpdated) && GUILayoutUtility.GetLastRect().Contains(ev.mousePosition))
                {
                    DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                    if (ev.type == EventType.DragPerform)
                    {
                        DragAndDrop.AcceptDrag();

                        Object[] draggedObjects = DragAndDrop.objectReferences;
                        if (draggedObjects != null)
                        {
                            for (int i = 0; i < draggedObjects.Length; i++)
                            {
                                if (draggedObjects[i] && AssetDatabase.Contains(draggedObjects[i]))
                                {
                                    upgradeTargets.Add(draggedObjects[i]);
                                }
                            }
                        }
                    }

                    ev.Use();
                }

                for (int i = 0; i < upgradeTargets.Count; i++)
                {
                    GUILayout.BeginHorizontal();

                    upgradeTargets[i] = EditorGUILayout.ObjectField(GUIContent.none, upgradeTargets[i], typeof(Object), false);

                    if (GUILayout.Button("+", GL_WIDTH_25))
                    {
                        upgradeTargets.Insert(i + 1, null);
                    }

                    if (GUILayout.Button("-", GL_WIDTH_25))
                    {
                        // Always keep at least 1 element
                        if (upgradeTargets.Count > 1)
                        {
                            upgradeTargets.RemoveAt(i--);
                        }
                        else
                        {
                            upgradeTargets[0] = null;
                        }
                    }

                    GUILayout.EndHorizontal();
                }

                EditorGUILayout.HelpBox("You can add folder(s) to this list. Their contents will be included in the upgrade process.", MessageType.Info);

                EditorGUILayout.Space();

                upgradeScenes = EditorGUILayout.ToggleLeft("Upgrade Objects In Scenes (If Any)", upgradeScenes);

                if (upgradeScenes)
                {
                    EditorGUILayout.HelpBox(DONT_CLOSE_SCENES_WARNING, MessageType.Warning);
                }

                EditorGUILayout.Space();

                GUILayout.Box("Font Upgrades", GL_EXPAND_WIDTH);

                if ((ev.type == EventType.DragPerform || ev.type == EventType.DragUpdated) && GUILayoutUtility.GetLastRect().Contains(ev.mousePosition))
                {
                    DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                    if (ev.type == EventType.DragPerform)
                    {
                        DragAndDrop.AcceptDrag();

                        Object[] draggedObjects = DragAndDrop.objectReferences;
                        if (draggedObjects != null)
                        {
                            List <Font>          draggedUnityFonts = new List <Font>();
                            List <TMP_FontAsset> draggedTMPFonts   = new List <TMP_FontAsset>();
                            for (int i = 0; i < draggedObjects.Length; i++)
                            {
                                if (draggedObjects[i])
                                {
                                    if (draggedObjects[i] is Font)
                                    {
                                        draggedUnityFonts.Add((Font)draggedObjects[i]);
                                    }
                                    else if (draggedObjects[i] is TMP_FontAsset)
                                    {
                                        draggedTMPFonts.Add((TMP_FontAsset)draggedObjects[i]);
                                    }
                                }
                            }

                            for (int i = 0, count = Mathf.Max(draggedUnityFonts.Count, draggedTMPFonts.Count); i < count; i++)
                            {
                                FontUpgrade fontUpgrade;
                                if (i < draggedUnityFonts.Count && i < draggedTMPFonts.Count)
                                {
                                    fontUpgrade = new FontUpgrade()
                                    {
                                        unityFont = draggedUnityFonts[i], tmpFont = draggedTMPFonts[i]
                                    }
                                }
                                ;
                                else if (i < draggedUnityFonts.Count)
                                {
                                    fontUpgrade = new FontUpgrade()
                                    {
                                        unityFont = draggedUnityFonts[i]
                                    }
                                }
                                ;
                                else
                                {
                                    fontUpgrade = new FontUpgrade()
                                    {
                                        tmpFont = draggedTMPFonts[i]
                                    }
                                };

                                if (fontUpgrade.tmpFont)
                                {
                                    fontUpgrade.tmpFontMaterialDefault          = fontUpgrade.tmpFont.material;
                                    fontUpgrade.tmpFontMaterialShadow           = fontUpgrade.tmpFontMaterialDefault;
                                    fontUpgrade.tmpFontMaterialOutline          = fontUpgrade.tmpFontMaterialDefault;
                                    fontUpgrade.tmpFontMaterialShadowAndOutline = fontUpgrade.tmpFontMaterialDefault;
                                }

                                fontUpgrades.Add(fontUpgrade);
                            }
                        }
                    }

                    ev.Use();
                }

                EditorGUILayout.HelpBox("There are 4 types of font materials:\n- Shadow Material: used for Text components with Shadow component\n- Outline Material: used for Text components with Outline component\n- Shadow & Outline Material: used for Text components with Shadow and Outline components\n- Default Material: used for the remaining Text components", MessageType.Info);

                for (int i = 0; i < fontUpgrades.Count; i++)
                {
                    GUILayout.BeginHorizontal();

                    if (i == 0)
                    {
                        GUILayout.Label("Default TMP Font", boldWordWrappedLabel);
                    }
                    else
                    {
                        GUILayout.Label("TMP Font for: " + (fontUpgrades[i].unityFont ? fontUpgrades[i].unityFont.name : "<Font not assigned>"), boldWordWrappedLabel);
                    }

                    if (GUILayout.Button("+", GL_WIDTH_25))
                    {
                        fontUpgrades.Insert(i + 1, new FontUpgrade());
                    }

                    if (i > 0 && GUILayout.Button("-", GL_WIDTH_25))
                    {
                        fontUpgrades.RemoveAt(i--);
                    }

                    GUILayout.EndHorizontal();

                    if (i != 0)
                    {
                        fontUpgrades[i].unityFont = EditorGUILayout.ObjectField("Unity Font", fontUpgrades[i].unityFont, typeof(Font), false) as Font;
                    }

                    EditorGUI.BeginChangeCheck();
                    fontUpgrades[i].tmpFont = EditorGUILayout.ObjectField("TMP Font", fontUpgrades[i].tmpFont, typeof(TMP_FontAsset), false) as TMP_FontAsset;
                    if (EditorGUI.EndChangeCheck())
                    {
                        fontUpgrades[i].tmpFontMaterialDefault          = fontUpgrades[i].tmpFont ? fontUpgrades[i].tmpFont.material : null;
                        fontUpgrades[i].tmpFontMaterialShadow           = fontUpgrades[i].tmpFontMaterialDefault;
                        fontUpgrades[i].tmpFontMaterialOutline          = fontUpgrades[i].tmpFontMaterialDefault;
                        fontUpgrades[i].tmpFontMaterialShadowAndOutline = fontUpgrades[i].tmpFontMaterialDefault;
                    }

                    fontUpgrades[i].tmpFontMaterialDefault          = EditorGUILayout.ObjectField("TMP Font Default Material", fontUpgrades[i].tmpFontMaterialDefault, typeof(Material), false) as Material;
                    fontUpgrades[i].tmpFontMaterialShadow           = EditorGUILayout.ObjectField("TMP Font Shadow Material", fontUpgrades[i].tmpFontMaterialShadow, typeof(Material), false) as Material;
                    fontUpgrades[i].tmpFontMaterialOutline          = EditorGUILayout.ObjectField("TMP Font Outline Material", fontUpgrades[i].tmpFontMaterialOutline, typeof(Material), false) as Material;
                    fontUpgrades[i].tmpFontMaterialShadowAndOutline = EditorGUILayout.ObjectField("TMP Font Shadow & Outline Material", fontUpgrades[i].tmpFontMaterialShadowAndOutline, typeof(Material), false) as Material;
                }

                EditorGUILayout.Space();

                if (GUILayout.Button("START", GL_HEIGHT_30) && (!upgradeScenes || EditorUtility.DisplayDialog("Warning", DONT_CLOSE_SCENES_WARNING.Replace("&", "and"), "Got it!", "Cancel")))
                {
                    AssetDatabase.SaveAssets();

                    EditorUtility.DisplayProgressBar("Initializing...", "Please wait...", 0f);
                    try
                    {
                        Initialize();
                    }
                    finally
                    {
                        EditorUtility.ClearProgressBar();
                    }

                    CollectReferences();
                    SwitchStage(UpgradeStage.UpgradeScripts);
                }
            }
            else if (stage == UpgradeStage.UpgradeScripts)
            {
                GUILayout.Box("Step 1/3: Upgrading Scripts", GL_EXPAND_WIDTH);

                GUILayout.Label("Text, InputField, Dropdown and TextMesh terms used inside these scripts will be upgraded to their TextMesh Pro variants:", boldWordWrappedLabel);

                if (scriptsToUpgrade.Length > 0)
                {
                    scriptsToUpgrade.DrawOnGUI();
                }
                else
                {
                    GUILayout.Label("<None>");
                }

                EditorGUILayout.Space();

#if UNITY_2017_3_OR_NEWER
                GUILayout.Label("TextMesh Pro's Assembly Definition File (if exists) will be added to these Assembly Definition Files' 'Assembly Definition References' list:", boldWordWrappedLabel);

                if (assemblyDefinitionFilesToUpgrade.Length > 0)
                {
                    assemblyDefinitionFilesToUpgrade.DrawOnGUI();
                }
                else
                {
                    GUILayout.Label("<None>");
                }

                EditorGUILayout.Space();
#endif

                EditorGUILayout.HelpBox(BACKUP_PROJECT_WARNING, MessageType.Warning);
                EditorGUILayout.HelpBox(DONT_CLOSE_WINDOW_WARNING, MessageType.Warning);

                EditorGUILayout.Space();

#if UNITY_2017_3_OR_NEWER
                GUI.enabled = scriptsToUpgrade.EnabledCount > 0 | assemblyDefinitionFilesToUpgrade.EnabledCount > 0;
#else
                GUI.enabled = scriptsToUpgrade.EnabledCount > 0;
#endif
                if (GUILayout.Button("UPGRADE SCRIPTS", GL_HEIGHT_30) && EditorUtility.DisplayDialog("Warning", BACKUP_PROJECT_WARNING, "Got it!", "Cancel") && EditorUtility.DisplayDialog("Warning", DONT_CLOSE_WINDOW_WARNING, "Got it!", "Cancel"))
                {
                    AssetDatabase.SaveAssets();
                    UpgradeScripts();
                    SwitchStage(UpgradeStage.PendingUpgradeScriptsCompletion);
                }
                GUI.enabled = true;

                EditorGUILayout.Space();

                if (GUILayout.Button("DON'T UPGRADE SCRIPTS", GL_HEIGHT_30) && EditorUtility.DisplayDialog("Warning", BACKUP_PROJECT_WARNING, "Got it!", "Cancel") && EditorUtility.DisplayDialog("Warning", DONT_CLOSE_WINDOW_WARNING, "Got it!", "Cancel"))
                {
                    SwitchStage(UpgradeStage.UpgradeComponents);
                }

                EditorGUILayout.Space();

                if (GUILayout.Button("BACK", GL_HEIGHT_30))
                {
                    SwitchStage(UpgradeStage.InitializeAndCollectReferences);
                }
            }
            else if (stage == UpgradeStage.PendingUpgradeScriptsCompletion)
            {
                GUILayout.Box("Step 1/3: Upgrading Scripts", GL_EXPAND_WIDTH);

                if (EditorApplication.isCompiling)
                {
                    GUILayout.Label("Waiting for Unity to finish compiling the scripts...", boldWordWrappedLabel);
                }
                else
                {
                    GUILayout.Label(FIX_COMPILATION_ERRORS_WARNING, boldWordWrappedLabel);
                }

                EditorGUILayout.Space();

                GUI.enabled = !EditorApplication.isCompiling;
                if (GUILayout.Button("NEXT STEP", GL_HEIGHT_30) && EditorUtility.DisplayDialog("Warning", FIX_COMPILATION_ERRORS_WARNING, "Got it!", "Cancel"))
                {
                    SwitchStage(UpgradeStage.UpgradeComponents);
                }

                GUI.enabled = true;
            }
            else if (stage == UpgradeStage.UpgradeComponents)
            {
                GUILayout.Box("Step 2/3: Upgrading Components", GL_EXPAND_WIDTH);

                GUILayout.Label("Text, InputField, Dropdown and TextMesh component(s) on the following assets will be upgraded to their TextMesh Pro variants:", boldWordWrappedLabel);

                if (assetsToUpgrade.Length > 0)
                {
                    assetsToUpgrade.DrawOnGUI();
                }
                else
                {
                    GUILayout.Label("<None>");
                }

                EditorGUILayout.Space();

                GUILayout.Label("The same component(s) inside these Scenes will also be upgraded:", boldWordWrappedLabel);

                if (scenesToUpgrade.Length > 0)
                {
                    scenesToUpgrade.DrawOnGUI();
                }
                else
                {
                    GUILayout.Label("<None>");
                }

                EditorGUILayout.Space();

                if (assetsToUpgrade.EnabledCount > 0 || scenesToUpgrade.EnabledCount > 0)
                {
                    GUILayout.Label("When a Text's 'Horizontal Overflow' is set to 'Overflow' and 'Vertical Overflow' is set to 'Truncate', its behaviour will change when it is upgraded to TextMesh Pro:", boldWordWrappedLabel);

                    alwaysUseOverflowForNonWrappingTexts = !WordWrappingToggleLeft("Set TextMesh Pro's 'Overflow' value to 'Truncate': text will truncate both horizontally and vertically, i.e. it won't overflow horizontally", !alwaysUseOverflowForNonWrappingTexts);
                    alwaysUseOverflowForNonWrappingTexts = WordWrappingToggleLeft("Set TextMesh Pro's 'Overflow' value to 'Overflow': text will overflow both horizontally and vertically, i.e. it won't truncate vertically", alwaysUseOverflowForNonWrappingTexts);

                    EditorGUILayout.Space();
                }

                GUI.enabled = assetsToUpgrade.EnabledCount > 0 || scenesToUpgrade.EnabledCount > 0;
                if (GUILayout.Button("UPGRADE COMPONENTS", GL_HEIGHT_30))
                {
                    AssetDatabase.SaveAssets();
                    UpgradeComponents();
                    SwitchStage(UpgradeStage.UpdateReferences);
                }
                GUI.enabled = true;

                EditorGUILayout.Space();

                if (GUILayout.Button("DON'T UPGRADE COMPONENTS", GL_HEIGHT_30))
                {
                    SwitchStage(UpgradeStage.UpdateReferences);
                }
            }
            else if (stage == UpgradeStage.UpdateReferences)
            {
                GUILayout.Box("Step 3/3: Reconnecting References", GL_EXPAND_WIDTH);

                GUILayout.Label("For objects whose variables were referencing the upgraded Text, InputField, Dropdown and TextMesh components, these variables will now refer to the components' TextMesh Pro variants.", boldWordWrappedLabel);

                EditorGUILayout.Space();

                if (GUILayout.Button("RECONNECT REFERENCES", GL_HEIGHT_30))
                {
                    AssetDatabase.SaveAssets();
                    UpdateReferences();
                    SwitchStage(UpgradeStage.Finished);
                }

                EditorGUILayout.Space();

                if (GUILayout.Button("DON'T RECONNECT REFERENCES", GL_HEIGHT_30))
                {
                    SwitchStage(UpgradeStage.Finished);
                }
            }
            else if (stage == UpgradeStage.Finished)
            {
                GUILayout.Box("Upgrade Completed", GL_EXPAND_WIDTH);
                GUILayout.Label("You can now safely close this window and close the scenes that were opened during the upgrade process (if any).", boldWordWrappedLabel);

                EditorGUILayout.Space();

                if (GUILayout.Button("START AGAIN", GL_HEIGHT_30))
                {
                    SwitchStage(UpgradeStage.InitializeAndCollectReferences);
                }
            }

            EditorGUILayout.Space();
            GUILayout.EndScrollView();
        }