Import AllIn1SpriteShader
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Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs
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88
Assets/AllIn1SpriteShader/Editor/AllIn1ShaderScriptEditor.cs
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using UnityEngine;
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using UnityEditor;
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[CustomEditor(typeof(AllIn1Shader)), CanEditMultipleObjects]
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public class AllIn1ShaderScriptEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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Texture2D imageInspector = (Texture2D)AssetDatabase.LoadAssetAtPath("Assets/AllIn1SpriteShader/Textures/CustomEditorImage.png", typeof(Texture2D));
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if (imageInspector)
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{
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Rect rect;
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float imageHeight = imageInspector.height;
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float imageWidth = imageInspector.width;
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float aspectRatio = imageHeight / imageWidth;
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rect = GUILayoutUtility.GetRect(imageHeight, aspectRatio * Screen.width);
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EditorGUI.DrawTextureTransparent(rect, imageInspector);
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}
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AllIn1Shader myScript = (AllIn1Shader)target;
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if (GUILayout.Button("Deactivate All Effects"))
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{
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for (int i = 0; i < targets.Length; i++)
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{
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(targets[i] as AllIn1Shader).ClearAllKeywords();
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}
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}
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if (GUILayout.Button("New Clean Material"))
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{
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for (int i = 0; i < targets.Length; i++)
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{
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(targets[i] as AllIn1Shader).TryCreateNew();
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}
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}
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if (GUILayout.Button("Create New Material With Same Properties (SEE DOC)"))
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{
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for (int i = 0; i < targets.Length; i++)
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{
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(targets[i] as AllIn1Shader).MakeCopy();
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}
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}
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if (GUILayout.Button("Save Material To Folder (SEE DOC)"))
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{
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for (int i = 0; i < targets.Length; i++)
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{
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(targets[i] as AllIn1Shader).SaveMaterial();
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}
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}
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EditorGUILayout.Space();
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if (GUILayout.Button("Sprite Atlas Auto Setup"))
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{
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for (int i = 0; i < targets.Length; i++)
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{
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(targets[i] as AllIn1Shader).ToggleSetAtlasUvs(true);
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}
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}
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if (GUILayout.Button("Remove Sprite Atlas Configuration"))
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{
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for (int i = 0; i < targets.Length; i++)
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{
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(targets[i] as AllIn1Shader).ToggleSetAtlasUvs(false);
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}
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}
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EditorGUILayout.Space();
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if (GUILayout.Button("REMOVE COMPONENT AND MATERIAL"))
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{
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for (int i = 0; i < targets.Length; i++)
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{
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(targets[i] as AllIn1Shader).CleanMaterial();
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}
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for (int i = targets.Length - 1; i >= 0; i--)
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{
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DestroyImmediate(targets[i] as AllIn1Shader);
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}
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}
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}
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}
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