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Magical-Jumping-Bean/Library/metadata/6b/6b01141ed8f74d198965c86f25eb7040
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2019-09-29 19:40:54 -04:00
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€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacepp\ày¯Ðì Aá�Ô‘˜VŒöR¾EPackages/com.unity.textmeshpro/Scripts/Editor/TMP_SubMeshUI_Editor.csày¯TMP_SubMeshUI_Editor_ using UnityEngine;
using UnityEditor;
using System.Collections;
namespace TMPro.EditorUtilities
{
[CustomEditor(typeof(TMP_SubMeshUI)), CanEditMultipleObjects]
public class TMP_SubMeshUI_Editor : Editor
{
private struct m_foldout
{ // Track Inspector foldout panel states, globally.
//public static bool textInput = true;
public static bool fontSettings = true;
//public static bool extraSettings = false;
//public static bool shadowSetting = false;
//public static bool materialEditor = true;
}
private SerializedProperty fontAsset_prop;
private SerializedProperty spriteAsset_prop;
private TMP_SubMeshUI m_SubMeshComponent;
private CanvasRenderer m_canvasRenderer;
private Editor m_materialEditor;
private Material m_targetMaterial;
public void OnEnable()
{
fontAsset_prop = serializedObject.FindProperty("m_fontAsset");
spriteAsset_prop = serializedObject.FindProperty("m_spriteAsset");
m_SubMeshComponent = target as TMP_SubMeshUI;
//m_rectTransform = m_SubMeshComponent.rectTransform;
m_canvasRenderer = m_SubMeshComponent.canvasRenderer;
// Create new Material Editor if one does not exists
if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
{
m_materialEditor = Editor.CreateEditor(m_canvasRenderer.GetMaterial());
m_targetMaterial = m_canvasRenderer.GetMaterial();
}
}
public void OnDisable()
{
// Destroy material editor if one exists
if (m_materialEditor != null)
{
//Debug.Log("Destroying Inline Material Editor.");
DestroyImmediate(m_materialEditor);
}
}
public override void OnInspectorGUI()
{
GUI.enabled = false;
EditorGUILayout.PropertyField(fontAsset_prop);
EditorGUILayout.PropertyField(spriteAsset_prop);
GUI.enabled = true;
EditorGUILayout.Space();
// If a Custom Material Editor exists, we use it.
if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
{
Material mat = m_canvasRenderer.GetMaterial();
//Debug.Log(mat + " " + m_targetMaterial);
if (mat != m_targetMaterial)
{
// Destroy previous Material Instance
//Debug.Log("New Material has been assigned.");
m_targetMaterial = mat;
DestroyImmediate(m_materialEditor);
}
if (m_materialEditor == null)
{
m_materialEditor = Editor.CreateEditor(mat);
}
m_materialEditor.DrawHeader();
m_materialEditor.OnInspectorGUI();
}
}