Reimport upgraded TextMesh Pro, modified.
This commit is contained in:
448
Assets/TextMesh Pro/Scripts/Editor/TMP_EditorUtility.cs
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448
Assets/TextMesh Pro/Scripts/Editor/TMP_EditorUtility.cs
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.TextCore.Text;
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using UnityEditor;
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namespace TMPro.EditorUtilities
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{
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public static class TMP_EditorUtility
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{
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/// <summary>
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/// Returns the relative path of the package.
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/// </summary>
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public static string packageRelativePath
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{
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get
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{
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if (string.IsNullOrEmpty(m_PackagePath))
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m_PackagePath = GetPackageRelativePath();
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return m_PackagePath;
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}
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}
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[SerializeField]
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private static string m_PackagePath;
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/// <summary>
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/// Returns the fully qualified path of the package.
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/// </summary>
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public static string packageFullPath
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{
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get
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{
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if (string.IsNullOrEmpty(m_PackageFullPath))
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m_PackageFullPath = GetPackageFullPath();
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return m_PackageFullPath;
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}
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}
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[SerializeField]
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private static string m_PackageFullPath;
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// Static Fields Related to locating the TextMesh Pro Asset
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private static string folderPath = "Not Found";
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private static EditorWindow Gameview;
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private static bool isInitialized = false;
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private static void GetGameview()
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{
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System.Reflection.Assembly assembly = typeof(UnityEditor.EditorWindow).Assembly;
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System.Type type = assembly.GetType("UnityEditor.GameView");
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Gameview = EditorWindow.GetWindow(type);
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}
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internal static void RepaintAll()
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{
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if (isInitialized == false)
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{
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GetGameview();
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isInitialized = true;
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}
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SceneView.RepaintAll();
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Gameview.Repaint();
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}
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/// <summary>
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/// Create and return a new asset in a smart location based on the current selection and then select it.
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/// </summary>
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/// <param name="name">
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/// Name of the new asset. Do not include the .asset extension.
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/// </param>
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/// <returns>
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/// The new asset.
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/// </returns>
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internal static T CreateAsset<T>(string name) where T : ScriptableObject
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{
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string path = AssetDatabase.GetAssetPath(Selection.activeObject);
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if (path.Length == 0)
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{
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// no asset selected, place in asset root
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path = "Assets/" + name + ".asset";
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}
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else if (Directory.Exists(path))
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{
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// place in currently selected directory
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path += "/" + name + ".asset";
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}
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else {
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// place in current selection's containing directory
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path = Path.GetDirectoryName(path) + "/" + name + ".asset";
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}
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T asset = ScriptableObject.CreateInstance<T>();
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AssetDatabase.CreateAsset(asset, AssetDatabase.GenerateUniqueAssetPath(path));
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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return asset;
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}
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// Function used to find all materials which reference a font atlas so we can update all their references.
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internal static Material[] FindMaterialReferences(FontAsset fontAsset)
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{
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List<Material> refs = new List<Material>();
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Material mat = fontAsset.material;
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refs.Add(mat);
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// Get materials matching the search pattern.
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string searchPattern = "t:Material" + " " + fontAsset.name.Split(new char[] { ' ' })[0];
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string[] materialAssetGUIDs = AssetDatabase.FindAssets(searchPattern);
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for (int i = 0; i < materialAssetGUIDs.Length; i++)
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{
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string materialPath = AssetDatabase.GUIDToAssetPath(materialAssetGUIDs[i]);
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Material targetMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
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if (targetMaterial.HasProperty(ShaderUtilities.ID_MainTex) && targetMaterial.GetTexture(ShaderUtilities.ID_MainTex) != null && mat.GetTexture(ShaderUtilities.ID_MainTex) != null && targetMaterial.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID() == mat.GetTexture(ShaderUtilities.ID_MainTex).GetInstanceID())
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{
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if (!refs.Contains(targetMaterial))
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refs.Add(targetMaterial);
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}
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else
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{
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// TODO: Find a more efficient method to unload resources.
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//Resources.UnloadAsset(targetMaterial.GetTexture(ShaderUtilities.ID_MainTex));
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}
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}
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return refs.ToArray();
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}
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// Function used to find the Font Asset which matches the given Material Preset and Font Atlas Texture.
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internal static FontAsset FindMatchingFontAsset(Material mat)
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{
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if (mat.GetTexture(ShaderUtilities.ID_MainTex) == null) return null;
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// Find the dependent assets of this material.
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string[] dependentAssets = AssetDatabase.GetDependencies(AssetDatabase.GetAssetPath(mat), false);
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for (int i = 0; i < dependentAssets.Length; i++)
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{
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FontAsset fontAsset = AssetDatabase.LoadAssetAtPath<FontAsset>(dependentAssets[i]);
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if (fontAsset != null)
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return fontAsset;
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}
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return null;
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}
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private static string GetPackageRelativePath()
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{
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// Check for potential UPM package
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string packagePath = Path.GetFullPath("Packages/com.unity.textmeshpro");
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if (Directory.Exists(packagePath))
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{
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return "Packages/com.unity.textmeshpro";
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}
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packagePath = Path.GetFullPath("Assets/..");
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if (Directory.Exists(packagePath))
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{
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// Search default location for development package
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if (Directory.Exists(packagePath + "/Assets/Packages/com.unity.TextMeshPro/Editor Resources"))
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{
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return "Assets/Packages/com.unity.TextMeshPro";
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}
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// Search for default location of normal TextMesh Pro AssetStore package
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if (Directory.Exists(packagePath + "/Assets/TextMesh Pro/Editor Resources"))
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{
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return "Assets/TextMesh Pro";
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}
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// Search for potential alternative locations in the user project
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string[] matchingPaths = Directory.GetDirectories(packagePath, "TextMesh Pro", SearchOption.AllDirectories);
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packagePath = ValidateLocation(matchingPaths, packagePath);
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if (packagePath != null) return packagePath;
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}
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return null;
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}
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private static string GetPackageFullPath()
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{
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// Check for potential UPM package
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string packagePath = Path.GetFullPath("Packages/com.unity.textmeshpro");
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if (Directory.Exists(packagePath))
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{
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return packagePath;
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}
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packagePath = Path.GetFullPath("Assets/..");
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if (Directory.Exists(packagePath))
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{
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// Search default location for development package
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if (Directory.Exists(packagePath + "/Assets/Packages/com.unity.TextMeshPro/Editor Resources"))
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{
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return packagePath + "/Assets/Packages/com.unity.TextMeshPro";
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}
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// Search for default location of normal TextMesh Pro AssetStore package
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if (Directory.Exists(packagePath + "/Assets/TextMesh Pro/Editor Resources"))
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{
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return packagePath + "/Assets/TextMesh Pro";
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}
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// Search for potential alternative locations in the user project
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string[] matchingPaths = Directory.GetDirectories(packagePath, "TextMesh Pro", SearchOption.AllDirectories);
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string path = ValidateLocation(matchingPaths, packagePath);
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if (path != null) return packagePath + path;
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}
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return null;
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}
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/// <summary>
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/// Method to validate the location of the asset folder by making sure the GUISkins folder exists.
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/// </summary>
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/// <param name="paths"></param>
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/// <returns></returns>
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private static string ValidateLocation(string[] paths, string projectPath)
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{
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for (int i = 0; i < paths.Length; i++)
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{
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// Check if any of the matching directories contain a GUISkins directory.
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if (Directory.Exists(paths[i] + "/Editor Resources"))
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{
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folderPath = paths[i].Replace(projectPath, "");
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folderPath = folderPath.TrimStart('\\', '/');
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return folderPath;
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}
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}
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return null;
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}
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/// <summary>
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/// Function which returns a string containing a sequence of Decimal character ranges.
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/// </summary>
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/// <param name="characterSet"></param>
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/// <returns></returns>
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internal static string GetDecimalCharacterSequence(int[] characterSet)
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{
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if (characterSet == null || characterSet.Length == 0)
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return string.Empty;
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string characterSequence = string.Empty;
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int count = characterSet.Length;
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int first = characterSet[0];
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int last = first;
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for (int i = 1; i < count; i++)
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{
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if (characterSet[i - 1] + 1 == characterSet[i])
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{
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last = characterSet[i];
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}
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else
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{
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if (first == last)
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characterSequence += first + ",";
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else
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characterSequence += first + "-" + last + ",";
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first = last = characterSet[i];
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}
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}
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// handle the final group
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if (first == last)
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characterSequence += first;
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else
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characterSequence += first + "-" + last;
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return characterSequence;
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}
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/// <summary>
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/// Function which returns a string containing a sequence of Unicode (Hex) character ranges.
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/// </summary>
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/// <param name="characterSet"></param>
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/// <returns></returns>
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internal static string GetUnicodeCharacterSequence(int[] characterSet)
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{
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if (characterSet == null || characterSet.Length == 0)
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return string.Empty;
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string characterSequence = string.Empty;
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int count = characterSet.Length;
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int first = characterSet[0];
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int last = first;
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for (int i = 1; i < count; i++)
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{
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if (characterSet[i - 1] + 1 == characterSet[i])
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{
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last = characterSet[i];
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}
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else
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{
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if (first == last)
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characterSequence += first.ToString("X2") + ",";
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else
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characterSequence += first.ToString("X2") + "-" + last.ToString("X2") + ",";
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first = last = characterSet[i];
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}
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}
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// handle the final group
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if (first == last)
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characterSequence += first.ToString("X2");
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else
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characterSequence += first.ToString("X2") + "-" + last.ToString("X2");
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return characterSequence;
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="rect"></param>
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/// <param name="thickness"></param>
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/// <param name="color"></param>
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internal static void DrawBox(Rect rect, float thickness, Color color)
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{
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EditorGUI.DrawRect(new Rect(rect.x - thickness, rect.y + thickness, rect.width + thickness * 2, thickness), color);
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EditorGUI.DrawRect(new Rect(rect.x - thickness, rect.y + thickness, thickness, rect.height - thickness * 2), color);
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EditorGUI.DrawRect(new Rect(rect.x - thickness, rect.y + rect.height - thickness * 2, rect.width + thickness * 2, thickness), color);
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EditorGUI.DrawRect(new Rect(rect.x + rect.width, rect.y + thickness, thickness, rect.height - thickness * 2), color);
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}
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/// <summary>
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/// Function to return the horizontal alignment grid value.
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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internal static int GetHorizontalAlignmentGridValue(int value)
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{
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if ((value & 0x1) == 0x1)
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return 0;
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else if ((value & 0x2) == 0x2)
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return 1;
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else if ((value & 0x4) == 0x4)
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return 2;
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else if ((value & 0x8) == 0x8)
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return 3;
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else if ((value & 0x10) == 0x10)
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return 4;
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else if ((value & 0x20) == 0x20)
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return 5;
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return 0;
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}
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/// <summary>
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/// Function to return the vertical alignment grid value.
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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internal static int GetVerticalAlignmentGridValue(int value)
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{
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if ((value & 0x100) == 0x100)
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return 0;
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if ((value & 0x200) == 0x200)
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return 1;
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if ((value & 0x400) == 0x400)
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return 2;
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if ((value & 0x800) == 0x800)
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return 3;
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if ((value & 0x1000) == 0x1000)
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return 4;
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if ((value & 0x2000) == 0x2000)
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return 5;
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return 0;
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}
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internal static void DrawColorProperty(Rect rect, SerializedProperty property)
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{
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int oldIndent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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if (EditorGUIUtility.wideMode)
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{
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EditorGUI.PropertyField(new Rect(rect.x, rect.y, 50f, rect.height), property, GUIContent.none);
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rect.x += 50f;
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rect.width = Mathf.Min(100f, rect.width - 55f);
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}
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else
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{
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rect.height /= 2f;
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rect.width = Mathf.Min(100f, rect.width - 5f);
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EditorGUI.PropertyField(rect, property, GUIContent.none);
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rect.y += rect.height;
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}
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EditorGUI.BeginChangeCheck();
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string colorString = EditorGUI.TextField(rect, string.Format("#{0}", ColorUtility.ToHtmlStringRGBA(property.colorValue)));
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if (EditorGUI.EndChangeCheck())
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{
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Color color;
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if (ColorUtility.TryParseHtmlString(colorString, out color))
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{
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property.colorValue = color;
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}
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}
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EditorGUI.indentLevel = oldIndent;
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}
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internal static bool EditorToggle(Rect position, bool value, GUIContent content, GUIStyle style)
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{
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var id = GUIUtility.GetControlID(content, FocusType.Keyboard, position);
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var evt = Event.current;
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// Toggle selected toggle on space or return key
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if (GUIUtility.keyboardControl == id && evt.type == EventType.KeyDown && (evt.keyCode == KeyCode.Space || evt.keyCode == KeyCode.Return || evt.keyCode == KeyCode.KeypadEnter))
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{
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value = !value;
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evt.Use();
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GUI.changed = true;
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}
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if (evt.type == EventType.MouseDown && position.Contains(Event.current.mousePosition))
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{
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GUIUtility.keyboardControl = id;
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EditorGUIUtility.editingTextField = false;
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HandleUtility.Repaint();
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}
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return GUI.Toggle(position, id, value, content, style);
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}
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}
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}
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Block a user