Unity/EditorWindow/TextMeshProUGUIのMaterialPresetをサイズ別に変更
提供: 初心者エンジニアの簡易メモ
using UnityEditor;
using UnityEngine;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using TMPro;
using System.IO;
public class ReplaceTextAutoSize : EditorWindow
{
private string directoryPathScenes = "Assets/Scenes"; // シーンのデフォルトパス
private string directoryPathPrefabs = "Assets/Prefabs"; // プレハブのデフォルトパス
private bool processScenes = true; // シーン処理のチェックボックス
private bool processPrefabs = true; // プレハブ処理のチェックボックス
[SerializeField] private Material smallMaterial;
[SerializeField] private Material mediumMaterial;
[SerializeField] private Material largeMaterial;
[SerializeField] private Material extraLargeMaterial;
[MenuItem("Tools/AutoSize TextMeshProUGUI")]
public static void ShowWindow()
{
GetWindow<ReplaceTextAutoSize>("AutoSize TextMeshProUGUI");
}
private void OnGUI()
{
GUILayout.Label("Directory Settings", EditorStyles.boldLabel);
processScenes = EditorGUILayout.Toggle("Process Scenes", processScenes);
if (processScenes)
{
directoryPathScenes = EditorGUILayout.TextField("Scenes Directory Path", directoryPathScenes);
}
processPrefabs = EditorGUILayout.Toggle("Process Prefabs", processPrefabs);
if (processPrefabs)
{
directoryPathPrefabs = EditorGUILayout.TextField("Prefabs Directory Path", directoryPathPrefabs);
}
if (GUILayout.Button("Enable AutoSize in Selected Items"))
{
EnableAutoSizeInScenesAndPrefabs();
}
}
private void EnableAutoSizeInScenesAndPrefabs()
{
Scene currentScene = EditorSceneManager.GetActiveScene();
string currentScenePath = currentScene.path;
if (currentScene.isDirty)
{
EditorSceneManager.SaveScene(currentScene);
}
if (processScenes)
{
ProcessScenes();
}
if (processPrefabs)
{
ProcessPrefabs();
}
if (!string.IsNullOrEmpty(currentScenePath))
{
EditorSceneManager.OpenScene(currentScenePath);
}
Debug.Log("Finished enabling AutoSize for TextMeshProUGUI in all selected items.");
}
private void ProcessScenes()
{
string[] sceneFiles = Directory.GetFiles(directoryPathScenes, "*.unity", SearchOption.AllDirectories);
foreach (string scenePath in sceneFiles)
{
Scene scene = EditorSceneManager.OpenScene(scenePath);
if (!scene.IsValid())
{
Debug.LogError($"Invalid scene path: {scenePath}");
continue;
}
TextMeshProUGUI[] textMeshObjects = GameObject.FindObjectsOfType<TextMeshProUGUI>();
foreach (var textMesh in textMeshObjects)
{
if (!textMesh.enableAutoSizing)
{
textMesh.enableAutoSizing = true;
textMesh.fontSizeMax = textMesh.fontSize;
textMesh.fontSizeMin = Mathf.RoundToInt(textMesh.fontSizeMax / 10);
}
textMesh.fontMaterial = GetMaterialForFontSize(textMesh.fontSize);
}
EditorSceneManager.MarkSceneDirty(scene);
EditorSceneManager.SaveScene(scene);
}
}
private void ProcessPrefabs()
{
string[] prefabFiles = Directory.GetFiles(directoryPathPrefabs, "*.prefab", SearchOption.AllDirectories);
foreach (string prefabPath in prefabFiles)
{
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
if (prefab == null)
{
Debug.LogError($"Invalid prefab path: {prefabPath}");
continue;
}
TextMeshProUGUI[] textMeshObjects = prefab.GetComponentsInChildren<TextMeshProUGUI>(true);
foreach (var textMesh in textMeshObjects)
{
if (!textMesh.enableAutoSizing)
{
textMesh.enableAutoSizing = true;
textMesh.fontSizeMax = textMesh.fontSize;
textMesh.fontSizeMin = Mathf.RoundToInt(textMesh.fontSizeMax / 10);
}
textMesh.fontMaterial = GetMaterialForFontSize(textMesh.fontSize);
}
PrefabUtility.SavePrefabAsset(prefab);
}
}
private Material GetMaterialForFontSize(float fontSize)
{
if (fontSize < 25) return smallMaterial;
if (fontSize < 50) return mediumMaterial;
if (fontSize < 75) return largeMaterial;
return extraLargeMaterial;
}
}
