using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEditor.UI; using UnityEngine.EventSystems; #if CURVEDUI_TMP || TMP_PRESENT using TMPro; #endif #if CURVEDUI_STEAMVR_2 using Valve.VR; using System.Reflection; using System; #endif namespace CurvedUI { [CustomEditor(typeof(CurvedUISettings))] [ExecuteInEditMode] public class CurvedUISettingsEditor : Editor { #pragma warning disable 414 bool ShowRemoveCurvedUI = false; static bool ShowAdvaced = false; bool loadingCustomDefine = false; static bool CUIeventSystemPresent = false; private bool inPrefabMode = false; [SerializeField][HideInInspector] Dictionary m_controlMethodDefineDict; #if CURVEDUI_STEAMVR_2 SteamVR_Action_Boolean[] steamVRActions; string[] steamVRActionsPaths; #endif #pragma warning restore 414 #region LIFECYCLE void Awake() { AddCurvedUIComponents(); } void OnEnable() { //if we're firing OnEnable, this means any compilation has ended. We're good! loadingCustomDefine = false; //look for CurvedUI custom EventSystem -> we'll check later if it makes sense to have one. CUIeventSystemPresent = (FindObjectsOfType(typeof(CurvedUIEventSystem)).Length > 0); //hacky way to make sure event is connected only once, but it works! #if UNITY_2018_1_OR_NEWER EditorApplication.hierarchyChanged -= AddCurvedUIComponents; EditorApplication.hierarchyChanged -= AddCurvedUIComponents; EditorApplication.hierarchyChanged += AddCurvedUIComponents; #else //hacky way to make sure event is connected only once, but it works! EditorApplication.hierarchyWindowChanged -= AddCurvedUIComponents; EditorApplication.hierarchyWindowChanged -= AddCurvedUIComponents; EditorApplication.hierarchyWindowChanged += AddCurvedUIComponents; #endif //Warnings-------------------------------------// if (Application.isPlaying) { CurvedUISettings myTarget = (CurvedUISettings)target; //Canvas' layer not included in RaycastLayerMask warning if (!IsInLayerMask(myTarget.gameObject.layer, CurvedUIInputModule.Instance.RaycastLayerMask) && myTarget.Interactable) { Debug.LogError("CURVEDUI: " + WarningLayerNotIncluded, myTarget.gameObject); } //check if the currently selected control method is enabled in editor. //Otherwise, show error. string define = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); foreach(var key in ControlMethodDefineDict.Keys) { if(myTarget.ControlMethod == key && !define.Contains(ControlMethodDefineDict[key])) Debug.LogError("CURVEDUI: Selected control method (" + key.ToString() + ") is not enabled. " + "Enable it on CurvedUISettings component", myTarget.gameObject); } } #if CURVEDUI_STEAMVR_2 //Get action and their paths to show in the popup. steamVRActions = SteamVR_Input.GetActions(); steamVRActionsPaths = new string[] { "None" }; if (steamVRActions != null && steamVRActions.Length > 0) { List enumList = new List(); //add all action paths to list. for (int i = 0; i < steamVRActions.Length; i++) enumList.Add(steamVRActions[i].fullPath); enumList.Add("None"); //need a way to null that field, so add None as last pick. //replace forward slashes with backslack instead. Otherwise they will not show up. for (int index = 0; index < enumList.Count; index++) enumList[index] = enumList[index].Replace('/', '\\'); steamVRActionsPaths = enumList.ToArray(); } #endif } #endregion public override void OnInspectorGUI() { //initial settings------------------------------------// CurvedUISettings myTarget = (CurvedUISettings)target; if (target == null) return; GUI.changed = false; EditorGUIUtility.labelWidth = 150; #if UNITY_2018_3_OR_NEWER inPrefabMode = (UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage() != null); #endif //Version----------------------------------------------// GUILayout.Label("Version " + CurvedUISettings.Version, EditorStyles.miniLabel); //Warnings------------------------------------------// //Canvas is on layer that is not part of RaycastLayerMask if(!IsInLayerMask(myTarget.gameObject.layer, CurvedUIInputModule.Instance.RaycastLayerMask) && myTarget.Interactable) { EditorGUILayout.HelpBox(WarningLayerNotIncluded, MessageType.Error); GUILayout.Space(30); } //Improper event system warning if (CUIeventSystemPresent == false) { EditorGUILayout.HelpBox("Unity UI may become unresponsive in VR if game window loses focus. " + "Use CurvedUIEventSystem instead of standard EventSystem component to solve this issue.", MessageType.Warning); GUILayout.BeginHorizontal(); GUILayout.Space(146); if (GUILayout.Button("Use CurvedUI Event System")) SwapEventSystem(); GUILayout.EndHorizontal(); GUILayout.Space(30); } //-----------------------------------------------------// //Control methods--------------------------------------// DrawControlMethods(); //shape settings----------------------------------------// GUILayout.Label("Shape", EditorStyles.boldLabel); myTarget.Shape = (CurvedUISettings.CurvedUIShape)EditorGUILayout.EnumPopup("Canvas Shape", myTarget.Shape); switch (myTarget.Shape) { case CurvedUISettings.CurvedUIShape.CYLINDER: { myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, -360, 360); myTarget.PreserveAspect = EditorGUILayout.Toggle("Preserve Aspect", myTarget.PreserveAspect); break; } case CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL: { myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, -360, 360); myTarget.PreserveAspect = EditorGUILayout.Toggle("Preserve Aspect", myTarget.PreserveAspect); break; } case CurvedUISettings.CurvedUIShape.RING: { myTarget.RingExternalDiameter = Mathf.Clamp(EditorGUILayout.IntField("External Diameter", myTarget.RingExternalDiameter), 1, 100000); myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, 0, 360); myTarget.RingFill = EditorGUILayout.Slider("Fill", myTarget.RingFill, 0.0f, 1.0f); myTarget.RingFlipVertical = EditorGUILayout.Toggle("Flip Canvas Vertically", myTarget.RingFlipVertical); break; } case CurvedUISettings.CurvedUIShape.SPHERE: { GUILayout.BeginHorizontal(); GUILayout.Space(150); EditorGUILayout.HelpBox("Sphere shape is more expensive than a Cylinder shape. Keep this in mind when working on mobile VR.", MessageType.Info); GUILayout.EndHorizontal(); GUILayout.Space(10); if (myTarget.PreserveAspect) { myTarget.Angle = EditorGUILayout.IntSlider("Angle", myTarget.Angle, -360, 360); } else { myTarget.Angle = EditorGUILayout.IntSlider("Horizontal Angle", myTarget.Angle, 0, 360); myTarget.VerticalAngle = EditorGUILayout.IntSlider("Vertical Angle", myTarget.VerticalAngle, 0, 180); } myTarget.PreserveAspect = EditorGUILayout.Toggle("Preserve Aspect", myTarget.PreserveAspect); break; } }//end of shape settings-------------------------------// //180 degree warning ----------------------------------// if ((myTarget.Shape != CurvedUISettings.CurvedUIShape.RING && myTarget.Angle.Abs() > 180) || (myTarget.Shape == CurvedUISettings.CurvedUIShape.SPHERE && myTarget.VerticalAngle > 180)) Draw180DegreeWarning(); //advanced settings------------------------------------// GUILayout.Space(30); if (!ShowAdvaced) { if (GUILayout.Button("Show Advanced Settings")) { ShowAdvaced = true; loadingCustomDefine = false; } } else { //hide advances settings button. if (GUILayout.Button("Hide Advanced Settings")) ShowAdvaced = false; GUILayout.Space(20); //InputModule Options - only if we're not in prefab mode. if (!inPrefabMode) { CurvedUIInputModule.Instance.RaycastLayerMask = LayerMaskField("Raycast Layer Mask", CurvedUIInputModule.Instance.RaycastLayerMask); //pointer override GUILayout.Space(20); CurvedUIInputModule.Instance.PointerTransformOverride = (Transform)EditorGUILayout.ObjectField("Pointer Override", CurvedUIInputModule.Instance.PointerTransformOverride, typeof(Transform), true); GUILayout.BeginHorizontal(); GUILayout.Space(150); GUILayout.Label("(Optional) If set, its position and forward (blue) direction will be used to point at canvas.", EditorStyles.helpBox); GUILayout.EndHorizontal(); } else { EditorGUILayout.HelpBox("Some settings are hidden in Prefab Mode", MessageType.Warning); } //quality GUILayout.Space(20); myTarget.Quality = EditorGUILayout.Slider("Quality", myTarget.Quality, 0.1f, 3.0f); GUILayout.BeginHorizontal(); GUILayout.Space(150); GUILayout.Label("Smoothness of the curve. Bigger values mean more subdivisions. Decrease for better performance. Default 1", EditorStyles.helpBox); GUILayout.EndHorizontal(); //common options myTarget.Interactable = EditorGUILayout.Toggle("Interactable", myTarget.Interactable); myTarget.BlocksRaycasts = EditorGUILayout.Toggle("Blocks Raycasts", myTarget.BlocksRaycasts); if (myTarget.Shape != CurvedUISettings.CurvedUIShape.SPHERE) myTarget.ForceUseBoxCollider = EditorGUILayout.Toggle("Force Box Colliders Use", myTarget.ForceUseBoxCollider); //add components button GUILayout.Space(20); GUILayout.BeginHorizontal(); GUILayout.Label("Components", GUILayout.Width(146)); if (GUILayout.Button("Add Curved Effect To Children")) AddCurvedUIComponents(); GUILayout.EndHorizontal(); //remove components button GUILayout.BeginHorizontal(); GUILayout.Label("", GUILayout.Width(146)); if (!ShowRemoveCurvedUI) { if (GUILayout.Button("Remove CurvedUI from Canvas")) ShowRemoveCurvedUI = true; } else { if (GUILayout.Button("Remove CurvedUI")) RemoveCurvedUIComponents(); if (GUILayout.Button("Cancel")) ShowRemoveCurvedUI = false; } GUILayout.EndHorizontal(); //documentation link GUILayout.Space(20); GUILayout.BeginHorizontal(); GUILayout.Label("Documentation", GUILayout.Width(146)); if (GUILayout.Button("Open in web browser")) Help.BrowseURL("https://docs.google.com/document/d/10hNcvOMissNbGgjyFyV1MS7HwkXXE6270A6Ul8h8pnQ/edit"); GUILayout.EndHorizontal(); }//end of Advanced settings---------------------------// GUILayout.Space(20); //final settings if (GUI.changed && myTarget != null) EditorUtility.SetDirty(myTarget); } #region CUSTOM GUI ELEMENTS void DrawControlMethods() { GUILayout.Label("Global Settings", EditorStyles.boldLabel); //Do not allow to change Global Settings in Prefab Mode //These are stored in CurvedUInputModule if (inPrefabMode) { EditorGUILayout.HelpBox( "Some global settings (including Control Method) are hidden in Prefab Mode. These are stored on CurvedUIInputModule component which cannot be accessed now.", MessageType.Warning); return; } //Control Method dropdown--------------------------------// CurvedUIInputModule.ControlMethod = (CurvedUIInputModule.CUIControlMethod)EditorGUILayout.EnumPopup("Control Method", CurvedUIInputModule.ControlMethod); GUILayout.BeginHorizontal(); GUILayout.Space(150); GUILayout.BeginVertical(); //Custom Settings for each Control Method---------------// switch (CurvedUIInputModule.ControlMethod) { case CurvedUIInputModule.CUIControlMethod.MOUSE: { #if CURVEDUI_GOOGLEVR EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning); DrawCustomDefineSwitcher(""); #else GUILayout.Label("Basic Controller. Mouse on screen", EditorStyles.helpBox); #endif break; }// end of MOUSE case CurvedUIInputModule.CUIControlMethod.GAZE: { #if CURVEDUI_GOOGLEVR EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning); DrawCustomDefineSwitcher(""); #else GUILayout.Label("Center of Canvas's Event Camera acts as a pointer. Can be used with any headset. If you're on cardboard, you can use it instead of GOOGLEVR control method.", EditorStyles.helpBox); CurvedUIInputModule.Instance.GazeUseTimedClick = EditorGUILayout.Toggle("Use Timed Click", CurvedUIInputModule.Instance.GazeUseTimedClick); if (CurvedUIInputModule.Instance.GazeUseTimedClick) { GUILayout.Label("Clicks a button if player rests his gaze on it for a period of time. You can assign an image to be used as a progress bar.", EditorStyles.helpBox); CurvedUIInputModule.Instance.GazeClickTimer = EditorGUILayout.FloatField("Click Timer (seconds)", CurvedUIInputModule.Instance.GazeClickTimer); CurvedUIInputModule.Instance.GazeClickTimerDelay = EditorGUILayout.FloatField("Timer Start Delay", CurvedUIInputModule.Instance.GazeClickTimerDelay); CurvedUIInputModule.Instance.GazeTimedClickProgressImage = (UnityEngine.UI.Image)EditorGUILayout.ObjectField("Progress Image To FIll", CurvedUIInputModule.Instance.GazeTimedClickProgressImage, typeof(UnityEngine.UI.Image), true); } #endif break; }// end of GAZE case CurvedUIInputModule.CUIControlMethod.WORLD_MOUSE: { #if CURVEDUI_GOOGLEVR EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning); DrawCustomDefineSwitcher(""); #else GUILayout.Label("Mouse controller that is independent of the camera view. Use WorldSpaceMouseOnCanvas function to get its position.", EditorStyles.helpBox); CurvedUIInputModule.Instance.WorldSpaceMouseSensitivity = EditorGUILayout.FloatField("Mouse Sensitivity", CurvedUIInputModule.Instance.WorldSpaceMouseSensitivity); #endif break; }// end of WORLD_MOUSE case CurvedUIInputModule.CUIControlMethod.CUSTOM_RAY: { #if CURVEDUI_GOOGLEVR EditorGUILayout.HelpBox("Enabling this control method will disable GoogleVR support.", MessageType.Warning); DrawCustomDefineSwitcher(""); #else GUILayout.Label("Set a ray used to interact with canvas using CustomControllerRay function. Use CustomControllerButtonState bool to set button pressed state. Find both in CurvedUIInputModule class", EditorStyles.helpBox); GUILayout.BeginHorizontal(); //GUILayout.Space(20); GUILayout.FlexibleSpace(); if (GUILayout.Button("View code snippet")) Help.BrowseURL("https://docs.google.com/document/d/10hNcvOMissNbGgjyFyV1MS7HwkXXE6270A6Ul8h8pnQ/edit#heading=h.b164qm67xp15"); GUILayout.EndHorizontal(); #endif break; }// end of CUSTOM_RAY case CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY: { #if CURVEDUI_STEAMVR_LEGACY // vive enabled, we can show settings GUILayout.Label("Use with SteamVR plugin 1.2 or below. Trigger acts a button", EditorStyles.helpBox); CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Used Controller", CurvedUIInputModule.Instance.UsedHand); #else GUILayout.Label("For SteamVR plugin 1.2 or below. Make sure you imported that SDK before enabling.", EditorStyles.helpBox); DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY]); #endif break; }// end of STEAMVR_LEGACY case CurvedUIInputModule.CUIControlMethod.STEAMVR_2: { #if CURVEDUI_STEAMVR_2 GUILayout.Label("Use SteamVR controllers to interact with canvas. Requires SteamVR Plugin 2.0 or later.", EditorStyles.helpBox); if(steamVRActions != null) { CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Hand", CurvedUIInputModule.Instance.UsedHand); //Find currently selected action in CurvedUIInputModule int curSelected = steamVRActionsPaths.Length - 1; for (int i = 0; i < steamVRActions.Length; i++) { //no action selected? select one that most likely deals with UI if(CurvedUIInputModule.Instance.SteamVRClickAction == null && steamVRActions[i].GetShortName().Contains("UI")) CurvedUIInputModule.Instance.SteamVRClickAction = steamVRActions[i]; //otherwise show currently selected if (steamVRActions[i] == CurvedUIInputModule.Instance.SteamVRClickAction) //otherwise show selected curSelected = i; } //Show popup int newSelected = EditorGUILayout.Popup("Click With", curSelected, steamVRActionsPaths, EditorStyles.popup); //assign selected SteamVR Action to CurvedUIInputMOdule if (curSelected != newSelected) { //none has been selected if (newSelected >= steamVRActions.Length) CurvedUIInputModule.Instance.SteamVRClickAction = null; else CurvedUIInputModule.Instance.SteamVRClickAction = steamVRActions[newSelected]; } } else { //draw error EditorGUILayout.HelpBox("No SteamVR Actions set up. Configure your SteamVR plugin first in Window > Steam VR Input", MessageType.Error); } #else GUILayout.Label("For SteamVR plugin 2.0 or above. Make sure you imported that SDK before enabling.", EditorStyles.helpBox); DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.STEAMVR_2]); #endif break; }// end of STEAMVR_2 case CurvedUIInputModule.CUIControlMethod.OCULUSVR: { #if CURVEDUI_OCULUSVR // oculus enabled, we can show settings GUILayout.Label("Use Rift, Quest, Go, or GearVR controller to interact with your canvas.", EditorStyles.helpBox); //hand property CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Hand", CurvedUIInputModule.Instance.UsedHand); //button property CurvedUIInputModule.Instance.OculusTouchInteractionButton = (OVRInput.Button)EditorGUILayout.EnumPopup("Interaction Button", CurvedUIInputModule.Instance.OculusTouchInteractionButton); #else GUILayout.Label("Make sure you imported the SDK before enabling.", EditorStyles.helpBox); DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.OCULUSVR]); #endif break; }// end of OCULUSVR case CurvedUIInputModule.CUIControlMethod.UNITY_XR: { #if CURVEDUI_UNITY_XR // oculus enabled, we can show settings GUILayout.Label("Use Unity XR Toolkit to interact with the canvas. You can choose UI button on the XRController itself.", EditorStyles.helpBox); //hand property CurvedUIInputModule.Instance.UsedHand = (CurvedUIInputModule.Hand)EditorGUILayout.EnumPopup("Hand", CurvedUIInputModule.Instance.UsedHand); //assign controllers //CurvedUIInputModule.Instance.RightXRController = (UnityEngine.XR.Interaction.Toolkit.XRController)EditorGUILayout.ObjectField("Right Controller", // CurvedUIInputModule.Instance.RightXRController, typeof(UnityEngine.XR.Interaction.Toolkit.XRController), true); //CurvedUIInputModule.Instance.LeftXRController = (UnityEngine.XR.Interaction.Toolkit.XRController)EditorGUILayout.ObjectField("Left Controller", // CurvedUIInputModule.Instance.LeftXRController, typeof(UnityEngine.XR.Interaction.Toolkit.XRController), true); #else GUILayout.Label("Make sure you imported Unity XR Toolkit before enabling.", EditorStyles.helpBox); DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.UNITY_XR]); #endif break; }// end of UNITY_XR case CurvedUIInputModule.CUIControlMethod.GOOGLEVR: { #if CURVEDUI_GOOGLEVR GUILayout.Label("Use GoogleVR Reticle to interact with canvas. Requires GoogleVR SDK 1.200.1 or later. Make sure you imported the SDK before enabling.", EditorStyles.helpBox); #else GUILayout.Label("Make sure you imported the GoogleVR SDK before enabling.", EditorStyles.helpBox); DrawCustomDefineSwitcher(ControlMethodDefineDict[CurvedUIInputModule.CUIControlMethod.GOOGLEVR]); #endif break; }// end of GOOGLEVR }//end of CUIControlMethod Switch GUILayout.EndVertical(); GUILayout.EndHorizontal(); GUILayout.Space(20); } /// /// Draws the define switcher for different control methods. /// Because different control methods use different API's that may not always be available, /// CurvedUI needs to be recompile with different custom defines to fix this. This method /// manages the defines. /// /// Switcho. void DrawCustomDefineSwitcher(string defineToSet) { GUILayout.BeginVertical(); GUILayout.Label("Press the [Enable] button to recompile scripts for this control method. Afterwards, you'll see more settings here.", EditorStyles.helpBox); GUILayout.BeginHorizontal(); GUILayout.Space(50); if (GUILayout.Button(loadingCustomDefine ? "Please wait..." : "Enable.")) { loadingCustomDefine = true; //retrieve current defines string str = ""; str += PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); //remove unused curvedui defines - dictionary based. string define = ""; foreach (var key in ControlMethodDefineDict.Keys) { define = ControlMethodDefineDict[key]; if (str.Contains(define)) { if (str.Contains((";" + define))) str = str.Replace((";" + define), ""); else str = str.Replace(define, ""); } } //add this one, if not present. if (defineToSet != "" && !str.Contains(defineToSet)) str += ";" + defineToSet; //Submit defines. This will cause recompilation PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, str); } GUILayout.EndHorizontal(); GUILayout.EndVertical(); } void Draw180DegreeWarning() { GUILayout.BeginHorizontal(); GUILayout.Space(150); EditorGUILayout.HelpBox("Cavas with angle bigger than 180 degrees will not be interactable. \n" + "This is caused by Unity Event System requirements. Use two canvases facing each other for fully interactive 360 degree UI.", MessageType.Warning); GUILayout.EndHorizontal(); GUILayout.Space(10); } #endregion #region HELPER FUNCTIONS static List layers; static string[] layerNames; public static LayerMask LayerMaskField (string label, LayerMask selected) { if (layers == null) { layers = new List(); layerNames = new string[4]; } else { layers.Clear (); } int emptyLayers = 0; for (int i=0;i<32;i++) { string layerName = LayerMask.LayerToName (i); if (layerName != "") { for (;emptyLayers>0;emptyLayers--) layers.Add ("Layer "+(i-emptyLayers)); layers.Add (layerName); } else { emptyLayers++; } } if (layerNames.Length != layers.Count) { layerNames = new string[layers.Count]; } for (int i=0;i ControlMethodDefineDict { get { if (m_controlMethodDefineDict == null) { m_controlMethodDefineDict = new Dictionary(); m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.GOOGLEVR, "CURVEDUI_GOOGLEVR"); m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY, "CURVEDUI_STEAMVR_LEGACY"); m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.STEAMVR_2, "CURVEDUI_STEAMVR_2"); m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.OCULUSVR, "CURVEDUI_OCULUSVR"); m_controlMethodDefineDict.Add(CurvedUIInputModule.CUIControlMethod.UNITY_XR, "CURVEDUI_UNITY_XR"); } return m_controlMethodDefineDict; } } void SwapEventSystem() { if (Application.isPlaying) { Debug.LogError("Cant do this in Play mode!"); return; } EventSystem system = FindObjectOfType(); if (!(system is CurvedUIEventSystem)) { system.AddComponentIfMissing(); DestroyImmediate(system); } CUIeventSystemPresent = true; } /// ///Travel the hierarchy and add CurvedUIVertexEffect to every gameobject that can be bent. /// private void AddCurvedUIComponents() { if (target == null) return; (target as CurvedUISettings).AddEffectToChildren(); } /// /// Removes all CurvedUI components from this canvas. /// private void RemoveCurvedUIComponents() { if (target == null) return; //destroy TMP objects List tmps = new List(); tmps.AddRange((target as CurvedUISettings).GetComponentsInChildren(true)); for (int i = 0; i < tmps.Count; i++) { DestroyImmediate(tmps[i]); } List submeshes = new List(); submeshes.AddRange((target as CurvedUISettings).GetComponentsInChildren(true)); for (int i = 0; i < submeshes.Count; i++) { DestroyImmediate(submeshes[i]); } //destroy curving componenets List comps = new List(); comps.AddRange((target as CurvedUISettings).GetComponentsInChildren(true)); for (int i = 0; i < comps.Count; i++) { if (comps[i].GetComponent() != null) comps[i].GetComponent().SetAllDirty(); DestroyImmediate(comps[i]); } //destroy raycasters List raycasters = new List(); raycasters.AddRange((target as CurvedUISettings).GetComponents()); for (int i = 0; i < raycasters.Count; i++) { DestroyImmediate(raycasters[i]); } DestroyImmediate(target); } #endregion #region STRINGS private static string WarningLayerNotIncluded = "This Canvas' layer " + "is not included in the RaycastLayerMask. User will not be able to interact with it. " + "Add its layer to RaycastLayerMask below to fix it, or set the " + "Interactable property to False to dismiss this message."; #endregion } }