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using UnityEngine;
using System.Collections.Generic;
namespace UnityEngine.UI
{
public static class DefaultControls
{
public struct Resources
{
public Sprite standard;
public Sprite background;
public Sprite inputField;
public Sprite knob;
public Sprite checkmark;
public Sprite dropdown;
public Sprite mask;
}
private const float kWidth = 160f;
private const float kThickHeight = 30f;
private const float kThinHeight = 20f;
private static Vector2 s_ThickElementSize = new Vector2(kWidth, kThickHeight);
private static Vector2 s_ThinElementSize = new Vector2(kWidth, kThinHeight);
private static Vector2 s_ImageElementSize = new Vector2(100f, 100f);
private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
private static Color s_PanelColor = new Color(1f, 1f, 1f, 0.392f);
private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
// Helper methods at top
private static GameObject CreateUIElementRoot(string name, Vector2 size)
{
GameObject child = new GameObject(name);
RectTransform rectTransform = child.AddComponent<RectTransform>();
rectTransform.sizeDelta = size;
return child;
}
static GameObject CreateUIObject(string name, GameObject parent)
{
GameObject go = new GameObject(name);
go.AddComponent<RectTransform>();
SetParentAndAlign(go, parent);
return go;
}
private static void SetDefaultTextValues(Text 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.AssignDefaultFont();
}
private static void SetDefaultColorTransitionValues(Selectable slider)
{
ColorBlock colors = slider.colors;
colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f);
colors.pressedColor = new Color(0.698f, 0.698f, 0.698f);
colors.disabledColor = new Color(0.521f, 0.521f, 0.521f);
}
private static void SetParentAndAlign(GameObject child, GameObject parent)
{
if (parent == null)
return;
child.transform.SetParent(parent.transform, false);
SetLayerRecursively(child, parent.layer);
}
private static void SetLayerRecursively(GameObject go, int layer)
{
go.layer = layer;
Transform t = go.transform;
for (int i = 0; i < t.childCount; i++)
SetLayerRecursively(t.GetChild(i).gameObject, layer);
}
// Actual controls
public static GameObject CreatePanel(Resources resources)
{
GameObject panelRoot = CreateUIElementRoot("Panel", s_ThickElementSize);
// Set RectTransform to stretch
RectTransform rectTransform = panelRoot.GetComponent<RectTransform>();
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchoredPosition = Vector2.zero;
rectTransform.sizeDelta = Vector2.zero;
Image image = panelRoot.AddComponent<Image>();
image.sprite = resources.background;
image.type = Image.Type.Sliced;
image.color = s_PanelColor;
return panelRoot;
}
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);
Text text = childText.AddComponent<Text>();
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;
}
public static GameObject CreateText(Resources resources)
{
GameObject go = CreateUIElementRoot("Text", s_ThickElementSize);
Text lbl = go.AddComponent<Text>();
lbl.text = "New Text";
SetDefaultTextValues(lbl);
return go;
}
public static GameObject CreateImage(Resources resources)
{
GameObject go = CreateUIElementRoot("Image", s_ImageElementSize);
go.AddComponent<Image>();
return go;
}
public static GameObject CreateRawImage(Resources resources)
{
GameObject go = CreateUIElementRoot("RawImage", s_ImageElementSize);
go.AddComponent<RawImage>();
return go;
}
public static GameObject CreateSlider(Resources resources)
{
// Create GOs Hierarchy
GameObject root = CreateUIElementRoot("Slider", s_ThinElementSize);
GameObject background = CreateUIObject("Background", root);
GameObject fillArea = CreateUIObject("Fill Area", root);
GameObject fill = CreateUIObject("Fill", fillArea);
GameObject handleArea = CreateUIObject("Handle Slide Area", root);
GameObject handle = CreateUIObject("Handle", handleArea);
// Background
Image backgroundImage = background.AddComponent<Image>();
backgroundImage.sprite = resources.background;
backgroundImage.type = Image.Type.Sliced;
backgroundImage.color = s_DefaultSelectableColor;
RectTransform backgroundRect = background.GetComponent<RectTransform>();
backgroundRect.anchorMin = new Vector2(0, 0.25f);
backgroundRect.anchorMax = new Vector2(1, 0.75f);
backgroundRect.sizeDelta = new Vector2(0, 0);
// Fill Area
RectTransform fillAreaRect = fillArea.GetComponent<RectTransform>();
fillAreaRect.anchorMin = new Vector2(0, 0.25f);
fillAreaRect.anchorMax = new Vector2(1, 0.75f);
fillAreaRect.anchoredPosition = new Vector2(-5, 0);
fillAreaRect.sizeDelta = new Vector2(-20, 0);
// Fill
Image fillImage = fill.AddComponent<Image>();
fillImage.sprite = resources.standard;
fillImage.type = Image.Type.Sliced;
fillImage.color = s_DefaultSelectableColor;
RectTransform fillRect = fill.GetComponent<RectTransform>();
fillRect.sizeDelta = new Vector2(10, 0);
// Handle Area
RectTransform handleAreaRect = handleArea.GetComponent<RectTransform>();
handleAreaRect.sizeDelta = new Vector2(-20, 0);
handleAreaRect.anchorMin = new Vector2(0, 0);
handleAreaRect.anchorMax = new Vector2(1, 1);
// Handle
Image handleImage = handle.AddComponent<Image>();
handleImage.sprite = resources.knob;
handleImage.color = s_DefaultSelectableColor;
RectTransform handleRect = handle.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(20, 0);
// Setup slider component
Slider slider = root.AddComponent<Slider>();
slider.fillRect = fill.GetComponent<RectTransform>();
slider.handleRect = handle.GetComponent<RectTransform>();
slider.targetGraphic = handleImage;
slider.direction = Slider.Direction.LeftToRight;
SetDefaultColorTransitionValues(slider);
return root;
}
public static GameObject CreateScrollbar(Resources resources)
{
// Create GOs Hierarchy
GameObject scrollbarRoot = CreateUIElementRoot("Scrollbar", s_ThinElementSize);
GameObject sliderArea = CreateUIObject("Sliding Area", scrollbarRoot);
GameObject handle = CreateUIObject("Handle", sliderArea);
Image bgImage = scrollbarRoot.AddComponent<Image>();
bgImage.sprite = resources.background;
bgImage.type = Image.Type.Sliced;
bgImage.color = s_DefaultSelectableColor;
Image handleImage = handle.AddComponent<Image>();
handleImage.sprite = resources.standard;
handleImage.type = Image.Type.Sliced;
handleImage.color = s_DefaultSelectableColor;
RectTransform sliderAreaRect = sliderArea.GetComponent<RectTransform>();
sliderAreaRect.sizeDelta = new Vector2(-20, -20);
sliderAreaRect.anchorMin = Vector2.zero;
sliderAreaRect.anchorMax = Vector2.one;
RectTransform handleRect = handle.GetComponent<RectTransform>();
handleRect.sizeDelta = new Vector2(20, 20);
Scrollbar scrollbar = scrollbarRoot.AddComponent<Scrollbar>();
scrollbar.handleRect = handleRect;
scrollbar.targetGraphic = handleImage;
SetDefaultColorTransitionValues(scrollbar);
return scrollbarRoot;
}
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;
Text label = childLabel.AddComponent<Text>();
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;
}
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);
Text text = childText.AddComponent<Text>();
text.text = "";
text.supportRichText = false;
SetDefaultTextValues(text);
Text placeholder = childPlaceholder.AddComponent<Text>();
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;
}
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.
Text itemLabelText = itemLabel.AddComponent<Text>();
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.
Text labelText = label.AddComponent<Text>();
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;
}
public static GameObject CreateScrollView(Resources resources)
{
GameObject root = CreateUIElementRoot("Scroll View", new Vector2(200, 200));
GameObject viewport = CreateUIObject("Viewport", root);
GameObject content = CreateUIObject("Content", viewport);
// Sub controls.
GameObject hScrollbar = CreateScrollbar(resources);
hScrollbar.name = "Scrollbar Horizontal";
SetParentAndAlign(hScrollbar, root);
RectTransform hScrollbarRT = hScrollbar.GetComponent<RectTransform>();
hScrollbarRT.anchorMin = Vector2.zero;
hScrollbarRT.anchorMax = Vector2.right;
hScrollbarRT.pivot = Vector2.zero;
hScrollbarRT.sizeDelta = new Vector2(0, hScrollbarRT.sizeDelta.y);
GameObject vScrollbar = CreateScrollbar(resources);
vScrollbar.name = "Scrollbar Vertical";
SetParentAndAlign(vScrollbar, root);
vScrollbar.GetComponent<Scrollbar>().SetDirection(Scrollbar.Direction.BottomToTop, true);
RectTransform vScrollbarRT = vScrollbar.GetComponent<RectTransform>();
vScrollbarRT.anchorMin = Vector2.right;
vScrollbarRT.anchorMax = Vector2.one;
vScrollbarRT.pivot = Vector2.one;
vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0);
// Setup RectTransforms.
// Make viewport fill entire scroll view.
RectTransform viewportRT = viewport.GetComponent<RectTransform>();
viewportRT.anchorMin = Vector2.zero;
viewportRT.anchorMax = Vector2.one;
viewportRT.sizeDelta = Vector2.zero;
viewportRT.pivot = Vector2.up;
// Make context match viewpoprt width and be somewhat taller.
// This will show the vertical scrollbar and not the horizontal one.
RectTransform contentRT = content.GetComponent<RectTransform>();
contentRT.anchorMin = Vector2.up;
contentRT.anchorMax = Vector2.one;
contentRT.sizeDelta = new Vector2(0, 300);
contentRT.pivot = Vector2.up;
// Setup UI components.
ScrollRect scrollRect = root.AddComponent<ScrollRect>();
scrollRect.content = contentRT;
scrollRect.viewport = viewportRT;
scrollRect.horizontalScrollbar = hScrollbar.GetComponent<Scrollbar>();
scrollRect.verticalScrollbar = vScrollbar.GetComponent<Scrollbar>();
scrollRect.horizontalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
scrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
scrollRect.horizontalScrollbarSpacing = -3;
scrollRect.verticalScrollbarSpacing = -3;
Image rootImage = root.AddComponent<Image>();
rootImage.sprite = resources.background;
rootImage.type = Image.Type.Sliced;
rootImage.color = s_PanelColor;
Mask viewportMask = viewport.AddComponent<Mask>();
viewportMask.showMaskGraphic = false;
Image viewportImage = viewport.AddComponent<Image>();
viewportImage.sprite = resources.mask;
viewportImage.type = Image.Type.Sliced;
return root;
}
}
}
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