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CustomRectTransformInspector.cs
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// source https://gist.github.com/GieziJo/f80bcb24c4caa68ebfb204148ccd4b18
// ===============================
// AUTHOR : J. Giezendanner
// CREATE DATE : 12.03.2020
// MODIFIED DATE :
// PURPOSE : Adds helper functions to the RectTransform to align the rect to the anchors and vise-versa
// SPECIAL NOTES : Sources for certain informations:
// Display anchors gizmos:
// https://forum.unity.com/threads/recttransform-custom-editor-ontop-of-unity-recttransform-custom-editor.455925/
// Draw default inspector:
// https://forum.unity.com/threads/extending-instead-of-replacing-built-in-inspectors.407612/
// ===============================
// Change History:
//==================================
#if UNITY_EDITOR
using System;
using System.Reflection;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace UnityEditor
{
[CustomEditor(typeof(RectTransform), true)]
[CanEditMultipleObjects]
public class CustomRectTransformInspector : Editor
{
//Unity's built-in editor
Editor defaultEditor = null;
RectTransform rectTransform;
bool rect2Anchors_foldout = false;
bool anchors2Rect_foldout = false;
bool rect2Anchors__previousState = false;
bool anchors2Rect_previousState = false;
private bool playerPrefsChecked = false;
void OnEnable()
{
//When this inspector is created, also create the built-in inspector
defaultEditor = Editor.CreateEditor(targets, Type.GetType("UnityEditor.RectTransformEditor, UnityEditor"));
rectTransform = target as RectTransform;
}
void OnDisable()
{
//When OnDisable is called, the default editor we created should be destroyed to avoid memory leakage.
//Also, make sure to call any required methods like OnDisable
if (defaultEditor != null)
{
MethodInfo disableMethod = defaultEditor.GetType().GetMethod("OnDisable",
BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (disableMethod != null)
disableMethod.Invoke(defaultEditor, null);
DestroyImmediate(defaultEditor);
}
}
void checkPlayerPrefs()
{
rect2Anchors_foldout = PlayerPrefs.GetInt("giezi_tools_rect2Anchors_foldout_bool", 0) != 0;
anchors2Rect_foldout = PlayerPrefs.GetInt("giezi_tools_anchors2Rect_foldout_bool", 0) != 0;
rect2Anchors__previousState = rect2Anchors_foldout;
anchors2Rect_previousState = anchors2Rect_foldout;
}
public override void OnInspectorGUI()
{
if (!playerPrefsChecked)
{
checkPlayerPrefs();
playerPrefsChecked = true;
}
defaultEditor.OnInspectorGUI();
if (rectTransform.parent != null)
{
var centerButtonStyle = new GUIStyle(GUI.skin.button);
centerButtonStyle.fontStyle = FontStyle.Bold;
EditorGUILayout.Space();
EditorGUILayout.LabelField("Helper Functions", EditorStyles.boldLabel);
rect2Anchors_foldout = EditorGUILayout.Foldout(rect2Anchors_foldout, "Set Rect to Anchors");
if (rect2Anchors_foldout)
{
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
if (GUILayout.Button("Top Left"))
setRectValue("topLeft");
if (GUILayout.Button("Left"))
setRectValue("left");
if (GUILayout.Button("Bottom Left"))
setRectValue("bottomLeft");
GUILayout.EndVertical();
GUILayout.BeginVertical();
if (GUILayout.Button("Top"))
setRectValue("top");
if (GUILayout.Button("All", centerButtonStyle))
setRectValue("all");
if (GUILayout.Button("Bottom"))
setRectValue("bottom");
GUILayout.EndVertical();
GUILayout.BeginVertical();
if (GUILayout.Button("Top Right"))
setRectValue("topRight");
if (GUILayout.Button("Right"))
setRectValue("right");
if (GUILayout.Button("Bottom Right"))
setRectValue("bottomRight");
GUILayout.EndVertical();
GUILayout.EndHorizontal();
}
anchors2Rect_foldout = EditorGUILayout.Foldout(anchors2Rect_foldout, "Set Anchors to Rect");
if (anchors2Rect_foldout)
{
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
if (GUILayout.Button("Top Left"))
setAnchorsToRect("topLeft");
if (GUILayout.Button("Left"))
setAnchorsToRect("left");
if (GUILayout.Button("Bottom Left"))
setAnchorsToRect("bottomLeft");
GUILayout.EndVertical();
GUILayout.BeginVertical();
if (GUILayout.Button("Top"))
setAnchorsToRect("top");
if (GUILayout.Button("All", centerButtonStyle))
setAnchorsToRect("all");
if (GUILayout.Button("Bottom"))
setAnchorsToRect("bottom");
GUILayout.EndVertical();
GUILayout.BeginVertical();
if (GUILayout.Button("Top Right"))
setAnchorsToRect("topRight");
if (GUILayout.Button("Right"))
setAnchorsToRect("right");
if (GUILayout.Button("Bottom Right"))
setAnchorsToRect("bottomRight");
GUILayout.EndVertical();
GUILayout.EndHorizontal();
}
if (rect2Anchors_foldout != rect2Anchors__previousState)
{
rect2Anchors__previousState = rect2Anchors_foldout;
PlayerPrefs.SetInt("giezi_tools_rect2Anchors_foldout_bool", rect2Anchors_foldout ? 1 : 0);
}
if (anchors2Rect_foldout != anchors2Rect_previousState)
{
anchors2Rect_previousState = anchors2Rect_foldout;
PlayerPrefs.SetInt("giezi_tools_anchors2Rect_foldout_bool", anchors2Rect_foldout ? 1 : 0);
}
}
}
private void OnSceneGUI()
{
MethodInfo onSceneGUI_Method = defaultEditor.GetType()
.GetMethod("OnSceneGUI", BindingFlags.NonPublic | BindingFlags.Instance);
onSceneGUI_Method.Invoke(defaultEditor, null);
}
private void setAnchorsToRect(string field)
{
Vector2 anchorMax = new Vector2();
Vector2 anchorMin = new Vector2();
var parent = rectTransform.parent;
anchorMin.x = rectTransform.offsetMin.x / parent.GetComponent<RectTransform>().rect.size.x;
anchorMin.y = rectTransform.offsetMin.y / parent.GetComponent<RectTransform>().rect.size.y;
anchorMax.x = rectTransform.offsetMax.x / parent.GetComponent<RectTransform>().rect.size.x;
anchorMax.y = rectTransform.offsetMax.y / parent.GetComponent<RectTransform>().rect.size.y;
switch (field)
{
case "topLeft":
anchorMax.x = 0;
rectTransform.anchorMax += anchorMax;
rectTransform.offsetMax = new Vector2(rectTransform.offsetMax.x, 0);
anchorMin.y = 0;
rectTransform.anchorMin += anchorMin;
rectTransform.offsetMin = new Vector2(0, rectTransform.offsetMin.y);
break;
case "top":
anchorMax.x = 0;
rectTransform.anchorMax += anchorMax;
rectTransform.offsetMax = new Vector2(rectTransform.offsetMax.x, 0);
break;
case "topRight":
rectTransform.anchorMax += anchorMax;
rectTransform.offsetMax = Vector2.zero;
break;
case "bottomLeft":
rectTransform.anchorMin += anchorMin;
rectTransform.offsetMin = Vector2.zero;
break;
case "bottom":
anchorMin.x = 0;
rectTransform.anchorMin += anchorMin;
rectTransform.offsetMin = new Vector2(rectTransform.offsetMin.x, 0);
break;
case "bottomRight":
anchorMin.x = 0;
rectTransform.anchorMin += anchorMin;
rectTransform.offsetMin = new Vector2(rectTransform.offsetMin.x, 0);
anchorMax.y = 0;
rectTransform.anchorMax += anchorMax;
rectTransform.offsetMax = new Vector2(0, rectTransform.offsetMax.y);
break;
case "left":
anchorMin.y = 0;
rectTransform.anchorMin += anchorMin;
rectTransform.offsetMin = new Vector2(0, rectTransform.offsetMin.y);
break;
case "right":
anchorMax.y = 0;
rectTransform.anchorMax += anchorMax;
rectTransform.offsetMax = new Vector2(0, rectTransform.offsetMax.y);
break;
case "all":
rectTransform.anchorMax += anchorMax;
rectTransform.anchorMin += anchorMin;
rectTransform.offsetMin = Vector2.zero;
rectTransform.offsetMax = Vector2.zero;
break;
}
handleChange();
}
private void setRectValue(string field)
{
switch (field)
{
case "topLeft":
rectTransform.offsetMax = new Vector2(rectTransform.offsetMax.x, 0);
rectTransform.offsetMin = new Vector2(0, rectTransform.offsetMin.y);
break;
case "top":
rectTransform.offsetMax = new Vector2(rectTransform.offsetMax.x, 0);
break;
case "topRight":
rectTransform.offsetMax = Vector2.zero;
break;
case "bottomLeft":
rectTransform.offsetMin = Vector2.zero;
break;
case "bottom":
rectTransform.offsetMin = new Vector2(rectTransform.offsetMin.x, 0);
break;
case "bottomRight":
rectTransform.offsetMin = new Vector2(rectTransform.offsetMin.x, 0);
rectTransform.offsetMax = new Vector2(0, rectTransform.offsetMax.y);
break;
case "left":
rectTransform.offsetMin = new Vector2(0, rectTransform.offsetMin.y);
break;
case "right":
rectTransform.offsetMax = new Vector2(0, rectTransform.offsetMax.y);
break;
case "all":
rectTransform.offsetMin = new Vector2(0, 0);
rectTransform.offsetMax = new Vector2(0, 0);
break;
}
handleChange();
}
private void handleChange()
{
EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
}
}
}
#endif