using UnityEngine;
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using UnityEditor;
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using System.Collections;
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namespace TMPro.EditorUtilities
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{
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[CustomEditor(typeof(TMP_SubMeshUI)), CanEditMultipleObjects]
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public class TMP_SubMeshUI_Editor : Editor
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{
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private struct m_foldout
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{ // Track Inspector foldout panel states, globally.
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//public static bool textInput = true;
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public static bool fontSettings = true;
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//public static bool extraSettings = false;
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//public static bool shadowSetting = false;
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//public static bool materialEditor = true;
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}
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private SerializedProperty fontAsset_prop;
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private SerializedProperty spriteAsset_prop;
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private TMP_SubMeshUI m_SubMeshComponent;
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private CanvasRenderer m_canvasRenderer;
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private Editor m_materialEditor;
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private Material m_targetMaterial;
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public void OnEnable()
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{
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fontAsset_prop = serializedObject.FindProperty("m_fontAsset");
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spriteAsset_prop = serializedObject.FindProperty("m_spriteAsset");
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m_SubMeshComponent = target as TMP_SubMeshUI;
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//m_rectTransform = m_SubMeshComponent.rectTransform;
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m_canvasRenderer = m_SubMeshComponent.canvasRenderer;
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// Create new Material Editor if one does not exists
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if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
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{
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m_materialEditor = Editor.CreateEditor(m_canvasRenderer.GetMaterial());
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m_targetMaterial = m_canvasRenderer.GetMaterial();
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}
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}
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public void OnDisable()
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{
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// Destroy material editor if one exists
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if (m_materialEditor != null)
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{
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//Debug.Log("Destroying Inline Material Editor.");
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DestroyImmediate(m_materialEditor);
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}
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}
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public override void OnInspectorGUI()
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{
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GUI.enabled = false;
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EditorGUILayout.PropertyField(fontAsset_prop);
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EditorGUILayout.PropertyField(spriteAsset_prop);
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GUI.enabled = true;
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EditorGUILayout.Space();
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// If a Custom Material Editor exists, we use it.
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if (m_canvasRenderer != null && m_canvasRenderer.GetMaterial() != null)
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{
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Material mat = m_canvasRenderer.GetMaterial();
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//Debug.Log(mat + " " + m_targetMaterial);
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if (mat != m_targetMaterial)
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{
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// Destroy previous Material Instance
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//Debug.Log("New Material has been assigned.");
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m_targetMaterial = mat;
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DestroyImmediate(m_materialEditor);
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}
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if (m_materialEditor == null)
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{
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m_materialEditor = Editor.CreateEditor(mat);
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}
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m_materialEditor.DrawHeader();
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m_materialEditor.OnInspectorGUI();
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}
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}
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}
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}
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