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// Developed by Tom Kail at Inkle | |
// Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
// Must be placed within a folder named "Editor" | |
using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnityEditor; | |
using UnityEngine; |
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// Example usage - | |
// LoadableSprite loadableSprite = new LoadableSprite ("texture"); | |
// loadableSprite.LoadAsync (loadedSprite => { | |
// Do stuff on load here! | |
// }) | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
// You'll need to put this in your scene somewhere so the LoadableSprite class can use coroutines. |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
public static class BetterPropertyField { | |
/// <summary> | |
/// Draws a serialized property (including children) fully, even if it's an instance of a custom serializable class. | |
/// Supersedes EditorGUILayout.PropertyField(serializedProperty, true); | |
/// </summary> | |
/// <param name="_serializedProperty">Serialized property.</param> |
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/// Used to draw custom inspectors for unrecognised file types, which Unity imports as "DefaultAsset" | |
/// To do this, create a new editor class extending DefaultAssetInspector | |
/// Return true in the IsValid function if the file extension of the file matches the type you'd like to draw. | |
/// The DefaultAssetEditor class will then hold a reference to the new instance of your editor class and call the appropriate methods for drawing. | |
/// An example can be found at the bottom of the file. | |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.IO; |
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[InitializeOnLoad] | |
public static class OnOpenUnityEditorExample { | |
const string lastCompileTimeKey = "InkIntegrationLastCompileTime"; | |
static InkEditorUtils () { | |
float lastCompileTime = LoadAndSaveLastCompileTime(); | |
if(EditorApplication.timeSinceStartup < lastCompileTime) | |
OnOpenUnityEditor(); | |
} | |
static void OnOpenUnityEditor () { |
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using System.Linq; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
using UnityEngine.EventSystems; | |
// Handles moving, scaling and rotating UI objects using multitouch. | |
// Should be just about 1-1, as you'd expect on a touch screen, although because it applies deltas there's a bit of "slippage" if you manipulate the same object for a while/rapidly. | |
// To test multitouch with a mouse editor you can comment out the marked line in OnEndDrag. | |
public class MultitouchDraggable : Selectable, IBeginDragHandler, IEndDragHandler, IDragHandler { |
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using UnityEngine; | |
// Sets the rect of the attached RectTransform to a viewport space rect, regardless of the pivot, anchors, or (optionally) scale of the RectTransform. | |
[ExecuteAlways] | |
[RequireComponent(typeof(RectTransform))] | |
public class AbsoluteRectTransformController : MonoBehaviour { | |
public Rect viewportRect = new Rect(0,0,1,1); | |
public bool ignoreScale; | |
static Vector3[] corners = new Vector3[4]; | |
DrivenRectTransformTracker drivenRectTransformTracker; |
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using System.Collections.Generic; | |
using UnityEngine; | |
[ExecuteAlways] | |
public static class ColorDescriptor { | |
public static string GetNameForColor (Color color) { | |
var bestDist = float.MaxValue; | |
string best = null; | |
foreach(var colorName in colorNames) { |
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// Applying float.MaxValue to a rectTransform can cause crashes (not sure why) so we just use a very big number instead. | |
const float veryLargeNumber = 10000000; | |
// Gets the tightest bounds for the text by updating the text and using GetRenderedValues | |
// Note this uses sizeDelta for sizing so won't work when using anchors. | |
// This is wayyyy more reliable than the actual GetRenderedValues because it won't return stupid values, as GetRenderedValues is prone to doing. | |
public static Vector2 GetRenderedValues (this TMP_Text textComponent, string text, float maxWidth = veryLargeNumber, float maxHeight = veryLargeNumber, bool onlyVisibleCharacters = true) { | |
if(string.IsNullOrEmpty(text)) return Vector2.zero; | |
// Setting RT size to Infinity can lead to weird results, so we use a very large number instead. | |
if(maxWidth > veryLargeNumber) maxWidth = veryLargeNumber; |
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