mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-16 00:07:52 +08:00
Removed TextMeshPro dependency, using only vanilla UI now. Also fixes for games which dont ship with Default UI Shader.
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@ -4,7 +4,7 @@ using System.Linq;
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using UnityExplorer.Helpers;
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using UnityExplorer.UI;
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using UnityExplorer.UI.Shared;
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using TMPro;
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//using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Input;
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@ -5,7 +5,7 @@ using UnityExplorer.Helpers;
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using UnityExplorer.UI;
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using UnityExplorer.UI.Shared;
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using UnityExplorer.Unstrip;
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using TMPro;
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//using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Input;
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using UnityExplorer.Helpers;
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using UnityExplorer.UI;
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using TMPro;
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//using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Input;
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@ -20,7 +20,7 @@ namespace UnityExplorer.Inspectors.GameObjects
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Instance = this;
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}
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private static TMP_InputField s_setParentInput;
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private static InputField s_setParentInput;
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private static ControlEditor s_positionControl;
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private static ControlEditor s_localPosControl;
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@ -31,9 +31,9 @@ namespace UnityExplorer.Inspectors.GameObjects
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internal struct ControlEditor
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{
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public TMP_InputField fullValue;
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public InputField fullValue;
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public Slider[] sliders;
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public TMP_InputField[] inputs;
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public InputField[] inputs;
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public Text[] values;
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}
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@ -185,7 +185,7 @@ namespace UnityExplorer.Inspectors.GameObjects
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// get relevant input for controltype + value
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TMP_InputField[] inputs = null;
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InputField[] inputs = null;
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switch (controlType)
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{
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case ControlType.position:
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@ -197,7 +197,7 @@ namespace UnityExplorer.Inspectors.GameObjects
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case ControlType.localScale:
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inputs = s_scaleControl.inputs; break;
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}
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TMP_InputField input = inputs[(int)vectorValue];
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InputField input = inputs[(int)vectorValue];
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float val = float.Parse(input.text);
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@ -357,9 +357,9 @@ namespace UnityExplorer.Inspectors.GameObjects
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setParentLabelLayout.minHeight = 25;
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setParentLabelLayout.flexibleWidth = 0;
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var setParentInputObj = UIFactory.CreateTMPInput(setParentGroupObj, 14, 0, (int)TextAlignmentOptions.MidlineLeft);
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s_setParentInput = setParentInputObj.GetComponent<TMP_InputField>();
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var placeholderInput = setParentInputObj.transform.Find("TextArea/Placeholder").GetComponent<TextMeshProUGUI>();
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var setParentInputObj = UIFactory.CreateInputField(setParentGroupObj);
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s_setParentInput = setParentInputObj.GetComponent<InputField>();
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var placeholderInput = s_setParentInput.placeholder.GetComponent<Text>();
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placeholderInput.text = "Enter a GameObject name or path...";
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var setParentInputLayout = setParentInputObj.AddComponent<LayoutElement>();
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setParentInputLayout.minHeight = 25;
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@ -421,11 +421,11 @@ namespace UnityExplorer.Inspectors.GameObjects
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// readonly value input
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var valueInputObj = UIFactory.CreateTMPInput(topBarObj, 14, 0, (int)TextAlignmentOptions.MidlineLeft);
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var valueInput = valueInputObj.GetComponent<TMP_InputField>();
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var valueInputObj = UIFactory.CreateInputField(topBarObj);
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var valueInput = valueInputObj.GetComponent<InputField>();
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valueInput.readOnly = true;
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valueInput.richText = true;
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valueInput.isRichTextEditingAllowed = true;
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//valueInput.richText = true;
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//valueInput.isRichTextEditingAllowed = true;
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var valueInputLayout = valueInputObj.AddComponent<LayoutElement>();
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valueInputLayout.minHeight = 25;
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valueInputLayout.flexibleHeight = 0;
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@ -435,7 +435,7 @@ namespace UnityExplorer.Inspectors.GameObjects
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editor.fullValue = valueInput;
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editor.sliders = new Slider[3];
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editor.inputs = new TMP_InputField[3];
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editor.inputs = new InputField[3];
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editor.values = new Text[3];
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var xRow = ConstructEditorRow(parent, editor, type, VectorValue.x);
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@ -540,9 +540,9 @@ namespace UnityExplorer.Inspectors.GameObjects
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inputHolderGroup.childForceExpandWidth = false;
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inputHolderGroup.childControlWidth = true;
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var inputObj = UIFactory.CreateTMPInput(inputHolder, 14, 0, (int)TextAlignmentOptions.MidlineLeft);
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var input = inputObj.GetComponent<TMP_InputField>();
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input.characterValidation = TMP_InputField.CharacterValidation.Decimal;
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var inputObj = UIFactory.CreateInputField(inputHolder);
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var input = inputObj.GetComponent<InputField>();
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input.characterValidation = InputField.CharacterValidation.Decimal;
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var inputLayout = inputObj.AddComponent<LayoutElement>();
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inputLayout.minHeight = 25;
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