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authorAndrew Lee <alee14498@protonmail.com>2020-08-20 23:40:50 -0400
committerAndrew Lee <alee14498@protonmail.com>2020-08-20 23:40:50 -0400
commit3af4c218c0e70167db23a6303d2af30aff37d2fe (patch)
tree927f29edcf54ab562f40f3d1c6cb69287c7f5980 /Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_MeshRendererEditor.cs
parentb6daed0af784f4e9bc13329dd87c671b06ee1c65 (diff)
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Removed a bunch of stuff; Changes
Diffstat (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_MeshRendererEditor.cs')
-rw-r--r--Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_MeshRendererEditor.cs76
1 files changed, 0 insertions, 76 deletions
diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_MeshRendererEditor.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_MeshRendererEditor.cs
deleted file mode 100644
index 984b8cc..0000000
--- a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Editor/TMP_MeshRendererEditor.cs
+++ /dev/null
@@ -1,76 +0,0 @@
-// When enabled, allows setting the material by dropping a material onto the MeshRenderer inspector component.
-// The drawback is that the MeshRenderer inspector will not have properties for light probes, so if you need light probe support, do not enable this.
-//#define ALLOW_MESHRENDERER_MATERIAL_DRAG_N_DROP
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections;
-
-
-namespace TMPro.EditorUtilities
-{
- // Disabled for compatibility reason as lightprobe setup isn't supported due to inability to inherit from MeshRendererEditor class
-#if ALLOW_MESHRENDERER_MATERIAL_DRAG_N_DROP
- [CanEditMultipleObjects]
- [CustomEditor(typeof(MeshRenderer))]
- public class TMP_MeshRendererEditor : Editor
- {
- private SerializedProperty m_Materials;
-
- void OnEnable()
- {
- m_Materials = serializedObject.FindProperty("m_Materials");
- }
-
-
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
-
- // Get a reference to the current material.
- SerializedProperty material_prop = m_Materials.GetArrayElementAtIndex(0);
- Material currentMaterial = material_prop.objectReferenceValue as Material;
-
- EditorGUI.BeginChangeCheck();
- base.OnInspectorGUI();
- if (EditorGUI.EndChangeCheck())
- {
- material_prop = m_Materials.GetArrayElementAtIndex(0);
-
- TMP_FontAsset newFontAsset = null;
- Material newMaterial = null;
-
- if (material_prop != null)
- newMaterial = material_prop.objectReferenceValue as Material;
-
- // Check if the new material is referencing a different font atlas texture.
- if (newMaterial != null && currentMaterial.GetInstanceID() != newMaterial.GetInstanceID())
- {
- // Search for the Font Asset matching the new font atlas texture.
- newFontAsset = TMP_EditorUtility.FindMatchingFontAsset(newMaterial);
- }
-
-
- GameObject[] objects = Selection.gameObjects;
-
- for (int i = 0; i < objects.Length; i++)
- {
- // Assign new font asset
- if (newFontAsset != null)
- {
- TMP_Text textComponent = objects[i].GetComponent<TMP_Text>();
-
- if (textComponent != null)
- {
- Undo.RecordObject(textComponent, "Font Asset Change");
- textComponent.font = newFontAsset;
- }
- }
-
- TMPro_EventManager.ON_DRAG_AND_DROP_MATERIAL_CHANGED(objects[i], currentMaterial, newMaterial);
- }
- }
- }
- }
-#endif
-}