/// <summary>
        /// Create the basic UI button.
        /// </summary>
        /// <remarks>
        /// Hierarchy:
        /// (root)
        ///     Button
        ///         -Text
        /// </remarks>
        /// <param name="resources">The resources to use for creation.</param>
        /// <returns>The root GameObject of the created element.</returns>
        public static GameObject CreateButton(Resources resources)
        {
            GameObject buttonRoot = CreateUIElementRoot("Button", s_ThickElementSize);

            GameObject childText = new GameObject("Text");

            childText.AddComponent <RectTransform>();
            SetParentAndAlign(childText, buttonRoot);

            Image image = buttonRoot.AddComponent <Image>();

            image.sprite = resources.standard;
            image.type   = Image.Type.Sliced;
            image.color  = s_DefaultSelectableColor;

            Button bt = buttonRoot.AddComponent <Button>();

            SetDefaultColorTransitionValues(bt);

            BUIText text = childText.AddComponent <BUIText>();

            text.text      = "Button";
            text.alignment = TextAnchor.MiddleCenter;
            SetDefaultTextValues(text);

            RectTransform textRectTransform = childText.GetComponent <RectTransform>();

            textRectTransform.anchorMin = Vector2.zero;
            textRectTransform.anchorMax = Vector2.one;
            textRectTransform.sizeDelta = Vector2.zero;

            return(buttonRoot);
        }
        /// <summary>
        /// Create the basic UI Toggle.
        /// </summary>
        /// <remarks>
        /// Hierarchy:
        /// (root)
        ///     Toggle
        ///         - Background
        ///             - Checkmark
        ///         - Label
        /// </remarks>
        /// <param name="resources">The resources to use for creation.</param>
        /// <returns>The root GameObject of the created element.</returns>
        public static GameObject CreateToggle(Resources resources)
        {
            // Set up hierarchy
            GameObject toggleRoot = CreateUIElementRoot("Toggle", s_ThinElementSize);

            GameObject background = CreateUIObject("Background", toggleRoot);
            GameObject checkmark  = CreateUIObject("Checkmark", background);
            GameObject childLabel = CreateUIObject("Label", toggleRoot);

            // Set up components
            Toggle toggle = toggleRoot.AddComponent <Toggle>();

            toggle.isOn = true;

            Image bgImage = background.AddComponent <Image>();

            bgImage.sprite = resources.standard;
            bgImage.type   = Image.Type.Sliced;
            bgImage.color  = s_DefaultSelectableColor;

            Image checkmarkImage = checkmark.AddComponent <Image>();

            checkmarkImage.sprite = resources.checkmark;

            BUIText label = childLabel.AddComponent <BUIText>();

            label.text = "Toggle";
            SetDefaultTextValues(label);

            toggle.graphic       = checkmarkImage;
            toggle.targetGraphic = bgImage;
            SetDefaultColorTransitionValues(toggle);

            RectTransform bgRect = background.GetComponent <RectTransform>();

            bgRect.anchorMin        = new Vector2(0f, 1f);
            bgRect.anchorMax        = new Vector2(0f, 1f);
            bgRect.anchoredPosition = new Vector2(10f, -10f);
            bgRect.sizeDelta        = new Vector2(kThinHeight, kThinHeight);

            RectTransform checkmarkRect = checkmark.GetComponent <RectTransform>();

            checkmarkRect.anchorMin        = new Vector2(0.5f, 0.5f);
            checkmarkRect.anchorMax        = new Vector2(0.5f, 0.5f);
            checkmarkRect.anchoredPosition = Vector2.zero;
            checkmarkRect.sizeDelta        = new Vector2(20f, 20f);

            RectTransform labelRect = childLabel.GetComponent <RectTransform>();

            labelRect.anchorMin = new Vector2(0f, 0f);
            labelRect.anchorMax = new Vector2(1f, 1f);
            labelRect.offsetMin = new Vector2(23f, 1f);
            labelRect.offsetMax = new Vector2(-5f, -2f);

            return(toggleRoot);
        }
        private static void SetDefaultTextValues(BUIText lbl)
        {
            // Set text values we want across UI elements in default controls.
            // Don't set values which are the same as the default values for the Text component,
            // since there's no point in that, and it's good to keep them as consistent as possible.
            lbl.color = s_TextColor;

            // Reset() is not called when playing. We still want the default font to be assigned
            lbl.font = UnityEngine.Resources.GetBuiltinResource <Font>("Arial.ttf");
        }
        /// <summary>
        /// Create the basic UI input field.
        /// </summary>
        /// <remarks>
        /// Hierarchy:
        /// (root)
        ///     InputField
        ///         - PlaceHolder
        ///         - Text
        /// </remarks>
        /// <param name="resources">The resources to use for creation.</param>
        /// <returns>The root GameObject of the created element.</returns>
        public static GameObject CreateInputField(Resources resources)
        {
            GameObject root = CreateUIElementRoot("InputField", s_ThickElementSize);

            GameObject childPlaceholder = CreateUIObject("Placeholder", root);
            GameObject childText        = CreateUIObject("Text", root);

            Image image = root.AddComponent <Image>();

            image.sprite = resources.inputField;
            image.type   = Image.Type.Sliced;
            image.color  = s_DefaultSelectableColor;

            InputField inputField = root.AddComponent <InputField>();

            SetDefaultColorTransitionValues(inputField);

            BUIText text = childText.AddComponent <BUIText>();

            text.text            = "";
            text.supportRichText = false;
            SetDefaultTextValues(text);

            BUIText placeholder = childPlaceholder.AddComponent <BUIText>();

            placeholder.text      = "Enter text...";
            placeholder.fontStyle = FontStyle.Italic;
            // Make placeholder color half as opaque as normal text color.
            Color placeholderColor = text.color;

            placeholderColor.a *= 0.5f;
            placeholder.color   = placeholderColor;

            RectTransform textRectTransform = childText.GetComponent <RectTransform>();

            textRectTransform.anchorMin = Vector2.zero;
            textRectTransform.anchorMax = Vector2.one;
            textRectTransform.sizeDelta = Vector2.zero;
            textRectTransform.offsetMin = new Vector2(10, 6);
            textRectTransform.offsetMax = new Vector2(-10, -7);

            RectTransform placeholderRectTransform = childPlaceholder.GetComponent <RectTransform>();

            placeholderRectTransform.anchorMin = Vector2.zero;
            placeholderRectTransform.anchorMax = Vector2.one;
            placeholderRectTransform.sizeDelta = Vector2.zero;
            placeholderRectTransform.offsetMin = new Vector2(10, 6);
            placeholderRectTransform.offsetMax = new Vector2(-10, -7);

            inputField.textComponent = text;
            inputField.placeholder   = placeholder;

            return(root);
        }
        /// <summary>
        /// Create the basic UI Text.
        /// </summary>
        /// <remarks>
        /// Hierarchy:
        /// (root)
        ///     Text
        /// </remarks>
        /// <param name="resources">The resources to use for creation.</param>
        /// <returns>The root GameObject of the created element.</returns>
        public static GameObject CreateText(Resources resources)
        {
            GameObject go = CreateUIElementRoot("BUIText", s_ThickElementSize);

            BUIText lbl = go.AddComponent <BUIText>();

            lbl.text = "New Text";
            SetDefaultTextValues(lbl);

            return(go);
        }
        /// <summary>
        /// Create the basic UI dropdown.
        /// </summary>
        /// <remarks>
        /// Hierarchy:
        /// (root)
        ///     Dropdown
        ///         - Label
        ///         - Arrow
        ///         - Template
        ///             - Viewport
        ///                 - Content
        ///                     - Item
        ///                         - Item Background
        ///                         - Item Checkmark
        ///                         - Item Label
        ///             - Scrollbar
        ///                 - Sliding Area
        ///                     - Handle
        /// </remarks>
        /// <param name="resources">The resources to use for creation.</param>
        /// <returns>The root GameObject of the created element.</returns>
        public static GameObject CreateDropdown(Resources resources)
        {
            GameObject root = CreateUIElementRoot("Dropdown", s_ThickElementSize);

            GameObject label          = CreateUIObject("Label", root);
            GameObject arrow          = CreateUIObject("Arrow", root);
            GameObject template       = CreateUIObject("Template", root);
            GameObject viewport       = CreateUIObject("Viewport", template);
            GameObject content        = CreateUIObject("Content", viewport);
            GameObject item           = CreateUIObject("Item", content);
            GameObject itemBackground = CreateUIObject("Item Background", item);
            GameObject itemCheckmark  = CreateUIObject("Item Checkmark", item);
            GameObject itemLabel      = CreateUIObject("Item Label", item);

            // Sub controls.

            GameObject scrollbar = CreateScrollbar(resources);

            scrollbar.name = "Scrollbar";
            SetParentAndAlign(scrollbar, template);

            Scrollbar scrollbarScrollbar = scrollbar.GetComponent <Scrollbar>();

            scrollbarScrollbar.SetDirection(Scrollbar.Direction.BottomToTop, true);

            RectTransform vScrollbarRT = scrollbar.GetComponent <RectTransform>();

            vScrollbarRT.anchorMin = Vector2.right;
            vScrollbarRT.anchorMax = Vector2.one;
            vScrollbarRT.pivot     = Vector2.one;
            vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0);

            // Setup item UI components.

            BUIText itemLabelText = itemLabel.AddComponent <BUIText>();

            SetDefaultTextValues(itemLabelText);
            itemLabelText.alignment = TextAnchor.MiddleLeft;

            Image itemBackgroundImage = itemBackground.AddComponent <Image>();

            itemBackgroundImage.color = new Color32(245, 245, 245, 255);

            Image itemCheckmarkImage = itemCheckmark.AddComponent <Image>();

            itemCheckmarkImage.sprite = resources.checkmark;

            Toggle itemToggle = item.AddComponent <Toggle>();

            itemToggle.targetGraphic = itemBackgroundImage;
            itemToggle.graphic       = itemCheckmarkImage;
            itemToggle.isOn          = true;

            // Setup template UI components.

            Image templateImage = template.AddComponent <Image>();

            templateImage.sprite = resources.standard;
            templateImage.type   = Image.Type.Sliced;

            ScrollRect templateScrollRect = template.AddComponent <ScrollRect>();

            templateScrollRect.content                     = (RectTransform)content.transform;
            templateScrollRect.viewport                    = (RectTransform)viewport.transform;
            templateScrollRect.horizontal                  = false;
            templateScrollRect.movementType                = ScrollRect.MovementType.Clamped;
            templateScrollRect.verticalScrollbar           = scrollbarScrollbar;
            templateScrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
            templateScrollRect.verticalScrollbarSpacing    = -3;

            Mask scrollRectMask = viewport.AddComponent <Mask>();

            scrollRectMask.showMaskGraphic = false;

            Image viewportImage = viewport.AddComponent <Image>();

            viewportImage.sprite = resources.mask;
            viewportImage.type   = Image.Type.Sliced;

            // Setup dropdown UI components.

            BUIText labelText = label.AddComponent <BUIText>();

            SetDefaultTextValues(labelText);
            labelText.alignment = TextAnchor.MiddleLeft;

            Image arrowImage = arrow.AddComponent <Image>();

            arrowImage.sprite = resources.dropdown;

            Image backgroundImage = root.AddComponent <Image>();

            backgroundImage.sprite = resources.standard;
            backgroundImage.color  = s_DefaultSelectableColor;
            backgroundImage.type   = Image.Type.Sliced;

            Dropdown dropdown = root.AddComponent <Dropdown>();

            dropdown.targetGraphic = backgroundImage;
            SetDefaultColorTransitionValues(dropdown);
            dropdown.template    = template.GetComponent <RectTransform>();
            dropdown.captionText = labelText;
            dropdown.itemText    = itemLabelText;

            // Setting default Item list.
            itemLabelText.text = "Option A";
            dropdown.options.Add(new Dropdown.OptionData {
                text = "Option A"
            });
            dropdown.options.Add(new Dropdown.OptionData {
                text = "Option B"
            });
            dropdown.options.Add(new Dropdown.OptionData {
                text = "Option C"
            });
            dropdown.RefreshShownValue();

            // Set up RectTransforms.

            RectTransform labelRT = label.GetComponent <RectTransform>();

            labelRT.anchorMin = Vector2.zero;
            labelRT.anchorMax = Vector2.one;
            labelRT.offsetMin = new Vector2(10, 6);
            labelRT.offsetMax = new Vector2(-25, -7);

            RectTransform arrowRT = arrow.GetComponent <RectTransform>();

            arrowRT.anchorMin        = new Vector2(1, 0.5f);
            arrowRT.anchorMax        = new Vector2(1, 0.5f);
            arrowRT.sizeDelta        = new Vector2(20, 20);
            arrowRT.anchoredPosition = new Vector2(-15, 0);

            RectTransform templateRT = template.GetComponent <RectTransform>();

            templateRT.anchorMin        = new Vector2(0, 0);
            templateRT.anchorMax        = new Vector2(1, 0);
            templateRT.pivot            = new Vector2(0.5f, 1);
            templateRT.anchoredPosition = new Vector2(0, 2);
            templateRT.sizeDelta        = new Vector2(0, 150);

            RectTransform viewportRT = viewport.GetComponent <RectTransform>();

            viewportRT.anchorMin = new Vector2(0, 0);
            viewportRT.anchorMax = new Vector2(1, 1);
            viewportRT.sizeDelta = new Vector2(-18, 0);
            viewportRT.pivot     = new Vector2(0, 1);

            RectTransform contentRT = content.GetComponent <RectTransform>();

            contentRT.anchorMin        = new Vector2(0f, 1);
            contentRT.anchorMax        = new Vector2(1f, 1);
            contentRT.pivot            = new Vector2(0.5f, 1);
            contentRT.anchoredPosition = new Vector2(0, 0);
            contentRT.sizeDelta        = new Vector2(0, 28);

            RectTransform itemRT = item.GetComponent <RectTransform>();

            itemRT.anchorMin = new Vector2(0, 0.5f);
            itemRT.anchorMax = new Vector2(1, 0.5f);
            itemRT.sizeDelta = new Vector2(0, 20);

            RectTransform itemBackgroundRT = itemBackground.GetComponent <RectTransform>();

            itemBackgroundRT.anchorMin = Vector2.zero;
            itemBackgroundRT.anchorMax = Vector2.one;
            itemBackgroundRT.sizeDelta = Vector2.zero;

            RectTransform itemCheckmarkRT = itemCheckmark.GetComponent <RectTransform>();

            itemCheckmarkRT.anchorMin        = new Vector2(0, 0.5f);
            itemCheckmarkRT.anchorMax        = new Vector2(0, 0.5f);
            itemCheckmarkRT.sizeDelta        = new Vector2(20, 20);
            itemCheckmarkRT.anchoredPosition = new Vector2(10, 0);

            RectTransform itemLabelRT = itemLabel.GetComponent <RectTransform>();

            itemLabelRT.anchorMin = Vector2.zero;
            itemLabelRT.anchorMax = Vector2.one;
            itemLabelRT.offsetMin = new Vector2(20, 1);
            itemLabelRT.offsetMax = new Vector2(-10, -2);

            template.SetActive(false);

            return(root);
        }