test
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace TMPro
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{
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public static class TMP_DefaultControls
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{
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public struct Resources
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{
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public Sprite standard;
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public Sprite background;
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public Sprite inputField;
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public Sprite knob;
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public Sprite checkmark;
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public Sprite dropdown;
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public Sprite mask;
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}
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private const float kWidth = 160f;
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private const float kThickHeight = 30f;
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private const float kThinHeight = 20f;
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private static Vector2 s_TextElementSize = new Vector2(100f, 100f);
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private static Vector2 s_ThickElementSize = new Vector2(kWidth, kThickHeight);
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private static Vector2 s_ThinElementSize = new Vector2(kWidth, kThinHeight);
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//private static Vector2 s_ImageElementSize = new Vector2(100f, 100f);
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private static Color s_DefaultSelectableColor = new Color(1f, 1f, 1f, 1f);
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//private static Color s_PanelColor = new Color(1f, 1f, 1f, 0.392f);
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private static Color s_TextColor = new Color(50f / 255f, 50f / 255f, 50f / 255f, 1f);
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private static GameObject CreateUIElementRoot(string name, Vector2 size)
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{
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GameObject root;
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#if UNITY_EDITOR
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root = ObjectFactory.CreateGameObject(name, typeof(RectTransform));
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var rt = root.GetComponent<RectTransform>();
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rt.sizeDelta = size;
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#else
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root = new GameObject(name);
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RectTransform rectTransform = root.AddComponent<RectTransform>();
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rectTransform.sizeDelta = size;
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#endif
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return root;
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}
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static GameObject CreateUIObject(string name, GameObject parent)
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{
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GameObject go;
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#if UNITY_EDITOR
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go = ObjectFactory.CreateGameObject(name, typeof(RectTransform));
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#else
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go = new GameObject(name);
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go.AddComponent<RectTransform>();
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#endif
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SetParentAndAlign(go, parent);
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return go;
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}
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private static void SetDefaultTextValues(TMP_Text lbl)
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{
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// Set text values we want across UI elements in default controls.
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// Don't set values which are the same as the default values for the Text component,
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// since there's no point in that, and it's good to keep them as consistent as possible.
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lbl.color = s_TextColor;
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lbl.fontSize = 14;
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}
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private static void SetDefaultColorTransitionValues(Selectable slider)
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{
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ColorBlock colors = slider.colors;
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colors.highlightedColor = new Color(0.882f, 0.882f, 0.882f);
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colors.pressedColor = new Color(0.698f, 0.698f, 0.698f);
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colors.disabledColor = new Color(0.521f, 0.521f, 0.521f);
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}
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private static void SetParentAndAlign(GameObject child, GameObject parent)
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{
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if (parent == null)
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return;
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child.transform.SetParent(parent.transform, false);
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SetLayerRecursively(child, parent.layer);
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}
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private static void SetLayerRecursively(GameObject go, int layer)
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{
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go.layer = layer;
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Transform t = go.transform;
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for (int i = 0; i < t.childCount; i++)
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SetLayerRecursively(t.GetChild(i).gameObject, layer);
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}
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// Actual controls
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public static GameObject CreateScrollbar(Resources resources)
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{
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// Create GOs Hierarchy
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GameObject scrollbarRoot = CreateUIElementRoot("Scrollbar", s_ThinElementSize);
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GameObject sliderArea = CreateUIObject("Sliding Area", scrollbarRoot);
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GameObject handle = CreateUIObject("Handle", sliderArea);
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Image bgImage = AddComponent<Image>(scrollbarRoot);
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bgImage.sprite = resources.background;
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bgImage.type = Image.Type.Sliced;
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bgImage.color = s_DefaultSelectableColor;
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Image handleImage = AddComponent<Image>(handle);
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handleImage.sprite = resources.standard;
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handleImage.type = Image.Type.Sliced;
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handleImage.color = s_DefaultSelectableColor;
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RectTransform sliderAreaRect = sliderArea.GetComponent<RectTransform>();
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sliderAreaRect.sizeDelta = new Vector2(-20, -20);
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sliderAreaRect.anchorMin = Vector2.zero;
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sliderAreaRect.anchorMax = Vector2.one;
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RectTransform handleRect = handle.GetComponent<RectTransform>();
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handleRect.sizeDelta = new Vector2(20, 20);
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Scrollbar scrollbar = AddComponent<Scrollbar>(scrollbarRoot);
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scrollbar.handleRect = handleRect;
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scrollbar.targetGraphic = handleImage;
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SetDefaultColorTransitionValues(scrollbar);
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return scrollbarRoot;
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}
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public static GameObject CreateButton(Resources resources)
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{
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GameObject buttonRoot = CreateUIElementRoot("Button", s_ThickElementSize);
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GameObject childText;
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#if UNITY_EDITOR
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childText = ObjectFactory.CreateGameObject("Text (TMP)", typeof(RectTransform));
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#else
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childText = new GameObject("Text (TMP)");
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childText.AddComponent<RectTransform>();
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#endif
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SetParentAndAlign(childText, buttonRoot);
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Image image = AddComponent<Image>(buttonRoot);
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image.sprite = resources.standard;
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image.type = Image.Type.Sliced;
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image.color = s_DefaultSelectableColor;
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Button bt = AddComponent<Button>(buttonRoot);
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SetDefaultColorTransitionValues(bt);
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TextMeshProUGUI text = AddComponent<TextMeshProUGUI>(childText);
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text.text = "Button";
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text.alignment = TextAlignmentOptions.Center;
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SetDefaultTextValues(text);
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RectTransform textRectTransform = childText.GetComponent<RectTransform>();
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textRectTransform.anchorMin = Vector2.zero;
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textRectTransform.anchorMax = Vector2.one;
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textRectTransform.sizeDelta = Vector2.zero;
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return buttonRoot;
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}
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public static GameObject CreateText(Resources resources)
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{
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GameObject go = null;
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#if UNITY_EDITOR
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go = ObjectFactory.CreateGameObject("Text (TMP)", typeof(TextMeshProUGUI));
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#else
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go = CreateUIElementRoot("Text (TMP)", s_TextElementSize);
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go.AddComponent<TextMeshProUGUI>();
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#endif
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return go;
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}
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public static GameObject CreateInputField(Resources resources)
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{
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GameObject root = CreateUIElementRoot("InputField (TMP)", s_ThickElementSize);
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GameObject textArea = CreateUIObject("Text Area", root);
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GameObject childPlaceholder = CreateUIObject("Placeholder", textArea);
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GameObject childText = CreateUIObject("Text", textArea);
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Image image = AddComponent<Image>(root);
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image.sprite = resources.inputField;
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image.type = Image.Type.Sliced;
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image.color = s_DefaultSelectableColor;
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TMP_InputField inputField = AddComponent<TMP_InputField>(root);
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SetDefaultColorTransitionValues(inputField);
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RectMask2D rectMask = AddComponent<RectMask2D>(textArea);
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rectMask.padding = new Vector4(-8, -5, -8, -5);
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RectTransform textAreaRectTransform = textArea.GetComponent<RectTransform>();
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textAreaRectTransform.anchorMin = Vector2.zero;
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textAreaRectTransform.anchorMax = Vector2.one;
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textAreaRectTransform.sizeDelta = Vector2.zero;
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textAreaRectTransform.offsetMin = new Vector2(10, 6);
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textAreaRectTransform.offsetMax = new Vector2(-10, -7);
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TextMeshProUGUI text = AddComponent<TextMeshProUGUI>(childText);
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text.text = "";
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text.textWrappingMode = TextWrappingModes.NoWrap;
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text.extraPadding = true;
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text.richText = true;
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SetDefaultTextValues(text);
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TextMeshProUGUI placeholder = AddComponent<TextMeshProUGUI>(childPlaceholder);
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placeholder.text = "Enter text...";
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placeholder.fontSize = 14;
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placeholder.fontStyle = FontStyles.Italic;
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placeholder.textWrappingMode = TextWrappingModes.NoWrap;
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placeholder.extraPadding = true;
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// Make placeholder color half as opaque as normal text color.
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Color placeholderColor = text.color;
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placeholderColor.a *= 0.5f;
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placeholder.color = placeholderColor;
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// Add Layout component to placeholder.
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AddComponent<LayoutElement>(placeholder.gameObject).ignoreLayout = true;
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RectTransform textRectTransform = childText.GetComponent<RectTransform>();
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textRectTransform.anchorMin = Vector2.zero;
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textRectTransform.anchorMax = Vector2.one;
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textRectTransform.sizeDelta = Vector2.zero;
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textRectTransform.offsetMin = new Vector2(0, 0);
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textRectTransform.offsetMax = new Vector2(0, 0);
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RectTransform placeholderRectTransform = childPlaceholder.GetComponent<RectTransform>();
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placeholderRectTransform.anchorMin = Vector2.zero;
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placeholderRectTransform.anchorMax = Vector2.one;
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placeholderRectTransform.sizeDelta = Vector2.zero;
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placeholderRectTransform.offsetMin = new Vector2(0, 0);
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placeholderRectTransform.offsetMax = new Vector2(0, 0);
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inputField.textViewport = textAreaRectTransform;
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inputField.textComponent = text;
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inputField.placeholder = placeholder;
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inputField.fontAsset = text.font;
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return root;
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}
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public static GameObject CreateDropdown(Resources resources)
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{
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GameObject root = CreateUIElementRoot("Dropdown", s_ThickElementSize);
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GameObject label = CreateUIObject("Label", root);
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GameObject arrow = CreateUIObject("Arrow", root);
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GameObject template = CreateUIObject("Template", root);
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GameObject viewport = CreateUIObject("Viewport", template);
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GameObject content = CreateUIObject("Content", viewport);
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GameObject item = CreateUIObject("Item", content);
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GameObject itemBackground = CreateUIObject("Item Background", item);
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GameObject itemCheckmark = CreateUIObject("Item Checkmark", item);
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GameObject itemLabel = CreateUIObject("Item Label", item);
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// Sub controls.
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GameObject scrollbar = CreateScrollbar(resources);
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scrollbar.name = "Scrollbar";
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SetParentAndAlign(scrollbar, template);
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Scrollbar scrollbarScrollbar = scrollbar.GetComponent<Scrollbar>();
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scrollbarScrollbar.SetDirection(Scrollbar.Direction.BottomToTop, true);
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RectTransform vScrollbarRT = scrollbar.GetComponent<RectTransform>();
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vScrollbarRT.anchorMin = Vector2.right;
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vScrollbarRT.anchorMax = Vector2.one;
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vScrollbarRT.pivot = Vector2.one;
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vScrollbarRT.sizeDelta = new Vector2(vScrollbarRT.sizeDelta.x, 0);
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// Setup item UI components.
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TextMeshProUGUI itemLabelText = AddComponent<TextMeshProUGUI>(itemLabel);
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SetDefaultTextValues(itemLabelText);
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itemLabelText.alignment = TextAlignmentOptions.Left;
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Image itemBackgroundImage = AddComponent<Image>(itemBackground);
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itemBackgroundImage.color = new Color32(245, 245, 245, 255);
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Image itemCheckmarkImage = AddComponent<Image>(itemCheckmark);
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itemCheckmarkImage.sprite = resources.checkmark;
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Toggle itemToggle = AddComponent<Toggle>(item);
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itemToggle.targetGraphic = itemBackgroundImage;
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itemToggle.graphic = itemCheckmarkImage;
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itemToggle.isOn = true;
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// Setup template UI components.
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Image templateImage = AddComponent<Image>(template);
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templateImage.sprite = resources.standard;
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templateImage.type = Image.Type.Sliced;
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ScrollRect templateScrollRect = AddComponent<ScrollRect>(template);
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templateScrollRect.content = (RectTransform)content.transform;
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templateScrollRect.viewport = (RectTransform)viewport.transform;
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templateScrollRect.horizontal = false;
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templateScrollRect.movementType = ScrollRect.MovementType.Clamped;
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templateScrollRect.verticalScrollbar = scrollbarScrollbar;
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templateScrollRect.verticalScrollbarVisibility = ScrollRect.ScrollbarVisibility.AutoHideAndExpandViewport;
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templateScrollRect.verticalScrollbarSpacing = -3;
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Mask scrollRectMask = AddComponent<Mask>(viewport);
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scrollRectMask.showMaskGraphic = false;
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Image viewportImage = AddComponent<Image>(viewport);
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viewportImage.sprite = resources.mask;
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viewportImage.type = Image.Type.Sliced;
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// Setup dropdown UI components.
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TextMeshProUGUI labelText = AddComponent<TextMeshProUGUI>(label);
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SetDefaultTextValues(labelText);
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labelText.alignment = TextAlignmentOptions.Left;
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Image arrowImage = AddComponent<Image>(arrow);
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arrowImage.sprite = resources.dropdown;
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Image backgroundImage = AddComponent<Image>(root);
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backgroundImage.sprite = resources.standard;
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backgroundImage.color = s_DefaultSelectableColor;
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backgroundImage.type = Image.Type.Sliced;
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TMP_Dropdown dropdown = AddComponent<TMP_Dropdown>(root);
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dropdown.targetGraphic = backgroundImage;
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SetDefaultColorTransitionValues(dropdown);
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dropdown.template = template.GetComponent<RectTransform>();
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dropdown.captionText = labelText;
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dropdown.itemText = itemLabelText;
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// Setting default Item list.
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itemLabelText.text = "Option A";
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dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option A" });
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dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option B" });
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dropdown.options.Add(new TMP_Dropdown.OptionData {text = "Option C" });
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dropdown.RefreshShownValue();
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// Set up RectTransforms.
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RectTransform labelRT = label.GetComponent<RectTransform>();
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labelRT.anchorMin = Vector2.zero;
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labelRT.anchorMax = Vector2.one;
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labelRT.offsetMin = new Vector2(10, 6);
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labelRT.offsetMax = new Vector2(-25, -7);
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RectTransform arrowRT = arrow.GetComponent<RectTransform>();
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arrowRT.anchorMin = new Vector2(1, 0.5f);
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arrowRT.anchorMax = new Vector2(1, 0.5f);
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arrowRT.sizeDelta = new Vector2(20, 20);
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arrowRT.anchoredPosition = new Vector2(-15, 0);
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RectTransform templateRT = template.GetComponent<RectTransform>();
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templateRT.anchorMin = new Vector2(0, 0);
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templateRT.anchorMax = new Vector2(1, 0);
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templateRT.pivot = new Vector2(0.5f, 1);
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templateRT.anchoredPosition = new Vector2(0, 2);
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templateRT.sizeDelta = new Vector2(0, 150);
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RectTransform viewportRT = viewport.GetComponent<RectTransform>();
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viewportRT.anchorMin = new Vector2(0, 0);
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viewportRT.anchorMax = new Vector2(1, 1);
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viewportRT.sizeDelta = new Vector2(-18, 0);
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viewportRT.pivot = new Vector2(0, 1);
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RectTransform contentRT = content.GetComponent<RectTransform>();
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contentRT.anchorMin = new Vector2(0f, 1);
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contentRT.anchorMax = new Vector2(1f, 1);
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contentRT.pivot = new Vector2(0.5f, 1);
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contentRT.anchoredPosition = new Vector2(0, 0);
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contentRT.sizeDelta = new Vector2(0, 28);
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RectTransform itemRT = item.GetComponent<RectTransform>();
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itemRT.anchorMin = new Vector2(0, 0.5f);
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itemRT.anchorMax = new Vector2(1, 0.5f);
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itemRT.sizeDelta = new Vector2(0, 20);
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RectTransform itemBackgroundRT = itemBackground.GetComponent<RectTransform>();
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itemBackgroundRT.anchorMin = Vector2.zero;
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itemBackgroundRT.anchorMax = Vector2.one;
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itemBackgroundRT.sizeDelta = Vector2.zero;
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RectTransform itemCheckmarkRT = itemCheckmark.GetComponent<RectTransform>();
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itemCheckmarkRT.anchorMin = new Vector2(0, 0.5f);
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itemCheckmarkRT.anchorMax = new Vector2(0, 0.5f);
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itemCheckmarkRT.sizeDelta = new Vector2(20, 20);
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itemCheckmarkRT.anchoredPosition = new Vector2(10, 0);
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RectTransform itemLabelRT = itemLabel.GetComponent<RectTransform>();
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itemLabelRT.anchorMin = Vector2.zero;
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itemLabelRT.anchorMax = Vector2.one;
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itemLabelRT.offsetMin = new Vector2(20, 1);
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itemLabelRT.offsetMax = new Vector2(-10, -2);
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template.SetActive(false);
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return root;
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}
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private static T AddComponent<T>(GameObject go) where T : Component
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{
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#if UNITY_EDITOR
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return ObjectFactory.AddComponent<T>(go);
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#else
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return go.AddComponent<T>();
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#endif
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}
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}
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}
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Reference in New Issue
Block a user