「Unity/EditorWindow/TextMeshProUGUIのMaterialPresetをサイズ別に変更」の版間の差分
提供: 初心者エンジニアの簡易メモ
行1: | 行1: | ||
<pre> | <pre> | ||
using UnityEditor; | using UnityEditor; | ||
− | |||
using UnityEngine; | using UnityEngine; | ||
+ | using UnityEditor.SceneManagement; | ||
using UnityEngine.SceneManagement; | using UnityEngine.SceneManagement; | ||
using TMPro; | using TMPro; | ||
using System.IO; | using System.IO; | ||
− | public class | + | public class ReplaceTextAutoSize : EditorWindow |
{ | { | ||
− | private string directoryPathScenes = "Assets/Scenes"; | + | private string directoryPathScenes = "Assets/Scenes"; // シーンのデフォルトパス |
− | private string directoryPathPrefabs = "Assets/Prefabs"; | + | private string directoryPathPrefabs = "Assets/Prefabs"; // プレハブのデフォルトパス |
− | private bool processScenes = true; | + | private bool processScenes = true; // シーン処理のチェックボックス |
− | private bool processPrefabs = true; | + | private bool processPrefabs = true; // プレハブ処理のチェックボックス |
− | private Material smallMaterial; | + | [SerializeField] private Material smallMaterial; |
− | private Material mediumMaterial; | + | [SerializeField] private Material mediumMaterial; |
− | private Material largeMaterial; | + | [SerializeField] private Material largeMaterial; |
− | private Material extraLargeMaterial; | + | [SerializeField] private Material extraLargeMaterial; |
− | [MenuItem("Tools/ | + | [MenuItem("Tools/AutoSize TextMeshProUGUI")] |
public static void ShowWindow() | public static void ShowWindow() | ||
{ | { | ||
− | GetWindow< | + | GetWindow<ReplaceTextAutoSize>("AutoSize TextMeshProUGUI"); |
} | } | ||
private void OnGUI() | private void OnGUI() | ||
{ | { | ||
− | GUILayout.Label(" | + | GUILayout.Label("Directory Settings", EditorStyles.boldLabel); |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
processScenes = EditorGUILayout.Toggle("Process Scenes", processScenes); | processScenes = EditorGUILayout.Toggle("Process Scenes", processScenes); | ||
行46: | 行41: | ||
} | } | ||
− | if (GUILayout.Button(" | + | if (GUILayout.Button("Enable AutoSize in Selected Items")) |
{ | { | ||
− | + | EnableAutoSizeInScenesAndPrefabs(); | |
} | } | ||
} | } | ||
− | private void | + | private void EnableAutoSizeInScenesAndPrefabs() |
{ | { | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Scene currentScene = EditorSceneManager.GetActiveScene(); | Scene currentScene = EditorSceneManager.GetActiveScene(); | ||
string currentScenePath = currentScene.path; | string currentScenePath = currentScene.path; | ||
行68: | 行57: | ||
} | } | ||
− | if (processScenes) ProcessScenes(); | + | if (processScenes) |
− | if (processPrefabs) ProcessPrefabs(); | + | { |
+ | ProcessScenes(); | ||
+ | } | ||
+ | |||
+ | if (processPrefabs) | ||
+ | { | ||
+ | ProcessPrefabs(); | ||
+ | } | ||
if (!string.IsNullOrEmpty(currentScenePath)) | if (!string.IsNullOrEmpty(currentScenePath)) | ||
行76: | 行72: | ||
} | } | ||
− | Debug.Log("Finished | + | Debug.Log("Finished enabling AutoSize for TextMeshProUGUI in all selected items."); |
} | } | ||
行86: | 行82: | ||
{ | { | ||
Scene scene = EditorSceneManager.OpenScene(scenePath); | Scene scene = EditorSceneManager.OpenScene(scenePath); | ||
− | if (!scene.IsValid()) continue; | + | if (!scene.IsValid()) |
+ | { | ||
+ | Debug.LogError($"Invalid scene path: {scenePath}"); | ||
+ | continue; | ||
+ | } | ||
− | |||
TextMeshProUGUI[] textMeshObjects = GameObject.FindObjectsOfType<TextMeshProUGUI>(); | TextMeshProUGUI[] textMeshObjects = GameObject.FindObjectsOfType<TextMeshProUGUI>(); | ||
foreach (var textMesh in textMeshObjects) | foreach (var textMesh in textMeshObjects) | ||
{ | { | ||
− | + | if (!textMesh.enableAutoSizing) | |
− | if (textMesh. | + | |
{ | { | ||
− | textMesh. | + | textMesh.enableAutoSizing = true; |
− | + | textMesh.fontSizeMax = textMesh.fontSize; | |
− | + | textMesh.fontSizeMin = Mathf.RoundToInt(textMesh.fontSizeMax / 10); | |
} | } | ||
+ | textMesh.fontMaterial = GetMaterialForFontSize(textMesh.fontSize); | ||
} | } | ||
− | + | EditorSceneManager.MarkSceneDirty(scene); | |
− | + | EditorSceneManager.SaveScene(scene); | |
− | + | ||
− | + | ||
− | + | ||
} | } | ||
} | } | ||
行117: | 行113: | ||
{ | { | ||
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath); | GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath); | ||
− | if (prefab == null) continue; | + | if (prefab == null) |
+ | { | ||
+ | Debug.LogError($"Invalid prefab path: {prefabPath}"); | ||
+ | continue; | ||
+ | } | ||
− | |||
TextMeshProUGUI[] textMeshObjects = prefab.GetComponentsInChildren<TextMeshProUGUI>(true); | TextMeshProUGUI[] textMeshObjects = prefab.GetComponentsInChildren<TextMeshProUGUI>(true); | ||
foreach (var textMesh in textMeshObjects) | foreach (var textMesh in textMeshObjects) | ||
{ | { | ||
− | + | if (!textMesh.enableAutoSizing) | |
− | if (textMesh. | + | |
{ | { | ||
− | textMesh. | + | textMesh.enableAutoSizing = true; |
− | + | textMesh.fontSizeMax = textMesh.fontSize; | |
− | + | textMesh.fontSizeMin = Mathf.RoundToInt(textMesh.fontSizeMax / 10); | |
} | } | ||
+ | textMesh.fontMaterial = GetMaterialForFontSize(textMesh.fontSize); | ||
} | } | ||
− | + | PrefabUtility.SavePrefabAsset(prefab); | |
− | + | ||
− | + | ||
− | + | ||
} | } | ||
} | } | ||
行142: | 行138: | ||
private Material GetMaterialForFontSize(float fontSize) | private Material GetMaterialForFontSize(float fontSize) | ||
{ | { | ||
− | if (fontSize < | + | if (fontSize < 25) return smallMaterial; |
− | if (fontSize < | + | if (fontSize < 50) return mediumMaterial; |
− | if (fontSize < | + | if (fontSize < 75) return largeMaterial; |
− | return extraLargeMaterial; | + | return extraLargeMaterial; |
} | } | ||
} | } | ||
− | |||
</pre> | </pre> |
2025年3月17日 (月) 04:17時点における最新版
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; } }