using UnityEngine;
namespace Flexalon
{
/// To control the size of an object, add a Flexalon Object
/// component to it and edit the width, height, or depth properties.
[DisallowMultipleComponent, AddComponentMenu("Flexalon/Flexalon Object"), HelpURL("https://www.flexalon.com/docs/flexalonObject")]
public class FlexalonObject : FlexalonComponent
{
/// The fixed size of the object.
public Vector3 Size
{
get => new Vector3(_width, _height, _depth);
set
{
Width = value.x;
Height = value.y;
Depth = value.z;
}
}
/// The relative size of the object.
public Vector3 SizeOfParent
{
get => new Vector3(_widthOfParent, _heightOfParent, _depthOfParent);
set
{
WidthOfParent = value.x;
HeightOfParent = value.y;
DepthOfParent = value.z;
}
}
[SerializeField]
private SizeType _widthType = SizeType.Component;
/// The width type of the object.
public SizeType WidthType
{
get { return _widthType; }
set {
_widthType = value;
MarkDirty();
}
}
[SerializeField]
private float _width = 1;
/// The fixed width of the object.
public float Width
{
get { return _width; }
set {
_width = Mathf.Max(value, 0);
_widthType = SizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _widthOfParent = 1;
/// The relative width of the object.
public float WidthOfParent
{
get { return _widthOfParent; }
set {
_widthOfParent = Mathf.Max(value, 0);
_widthType = SizeType.Fill;
MarkDirty();
}
}
[SerializeField]
private SizeType _heightType = SizeType.Component;
/// The height type of the object.
public SizeType HeightType
{
get { return _heightType; }
set {
_heightType = value;
MarkDirty();
}
}
[SerializeField]
private float _height = 1;
/// The fixed height of the object.
public float Height
{
get { return _height; }
set {
_height = Mathf.Max(value, 0);
_heightType = SizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _heightOfParent = 1;
/// The relative height of the object.
public float HeightOfParent
{
get { return _heightOfParent; }
set {
_heightOfParent = Mathf.Max(value, 0);
_heightType = SizeType.Fill;
MarkDirty();
}
}
[SerializeField]
private SizeType _depthType = SizeType.Component;
/// The depth type of the object.
public SizeType DepthType
{
get { return _depthType; }
set {
_depthType = value;
MarkDirty();
}
}
[SerializeField]
private float _depth = 1;
/// The fixed depth of the object.
public float Depth
{
get { return _depth; }
set {
_depth = Mathf.Max(value, 0);
_depthType = SizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _depthOfParent = 1;
/// The relative depth of the object.
public float DepthOfParent
{
get { return _depthOfParent; }
set {
_depthOfParent = Mathf.Max(value, 0);
_depthType = SizeType.Fill;
MarkDirty();
}
}
/// The min fixed size of the object.
public Vector3 MinSize
{
get => new Vector3(_minWidth, _minHeight, _minDepth);
set
{
MinWidth = value.x;
MinHeight = value.y;
MinDepth = value.z;
}
}
/// The min relative size of the object.
public Vector3 MinSizeOfParent
{
get => new Vector3(_minWidthOfParent, _minHeightOfParent, _minDepthOfParent);
set
{
MinWidthOfParent = value.x;
MinHeightOfParent = value.y;
MinDepthOfParent = value.z;
}
}
[SerializeField]
private MinMaxSizeType _minWidthType = MinMaxSizeType.None;
/// The min width type of the object.
public MinMaxSizeType MinWidthType
{
get { return _minWidthType; }
set {
_minWidthType = value;
MarkDirty();
}
}
[SerializeField]
private float _minWidth = 0;
/// The min fixed min width of the object.
public float MinWidth
{
get { return _minWidth; }
set {
_minWidth = Mathf.Max(value, 0);
_minWidthType = MinMaxSizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _minWidthOfParent = 0;
/// The min relative width of the object.
public float MinWidthOfParent
{
get { return _minWidthOfParent; }
set {
_minWidthOfParent = Mathf.Max(value, 0);
_minWidthType = MinMaxSizeType.Fill;
MarkDirty();
}
}
[SerializeField]
private MinMaxSizeType _minHeightType = MinMaxSizeType.None;
/// The min height type of the object.
public MinMaxSizeType MinHeightType
{
get { return _minHeightType; }
set {
_minHeightType = value;
MarkDirty();
}
}
[SerializeField]
private float _minHeight = 0;
/// The min fixed height of the object.
public float MinHeight
{
get { return _minHeight; }
set {
_minHeight = Mathf.Max(value, 0);
_minHeightType = MinMaxSizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _minHeightOfParent = 0;
/// The min relative height of the object.
public float MinHeightOfParent
{
get { return _minHeightOfParent; }
set {
_minHeightOfParent = Mathf.Max(value, 0);
_minHeightType = MinMaxSizeType.Fill;
MarkDirty();
}
}
[SerializeField]
private MinMaxSizeType _minDepthType = MinMaxSizeType.None;
/// The min depth type of the object.
public MinMaxSizeType MinDepthType
{
get { return _minDepthType; }
set {
_minDepthType = value;
MarkDirty();
}
}
[SerializeField]
private float _minDepth = 0;
/// The min fixed depth of the object.
public float MinDepth
{
get { return _minDepth; }
set {
_minDepth = Mathf.Max(value, 0);
_minDepthType = MinMaxSizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _minDepthOfParent = 0;
/// The min relative depth of the object.
public float MinDepthOfParent
{
get { return _minDepthOfParent; }
set {
_minDepthOfParent = Mathf.Max(value, 0);
_minDepthType = MinMaxSizeType.Fill;
MarkDirty();
}
}
/// The max fixed size of the object.
public Vector3 MaxSize
{
get => new Vector3(_maxWidth, _maxHeight, _maxDepth);
set
{
MaxWidth = value.x;
MaxHeight = value.y;
MaxDepth = value.z;
}
}
/// The max relative size of the object.
public Vector3 MaxSizeOfParent
{
get => new Vector3(_maxWidthOfParent, _maxHeightOfParent, _maxDepthOfParent);
set
{
MaxWidthOfParent = value.x;
MaxHeightOfParent = value.y;
MaxDepthOfParent = value.z;
}
}
[SerializeField]
private MinMaxSizeType _maxWidthType = MinMaxSizeType.None;
/// The max width type of the object.
public MinMaxSizeType MaxWidthType
{
get { return _maxWidthType; }
set {
_maxWidthType = value;
MarkDirty();
}
}
[SerializeField]
private float _maxWidth = 1;
/// The max fixed max width of the object.
public float MaxWidth
{
get { return _maxWidth; }
set {
_maxWidth = Mathf.Max(value, 0);
_maxWidthType = MinMaxSizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _maxWidthOfParent = 1;
/// The max relative width of the object.
public float MaxWidthOfParent
{
get { return _maxWidthOfParent; }
set {
_maxWidthOfParent = Mathf.Max(value, 0);
_maxWidthType = MinMaxSizeType.Fill;
MarkDirty();
}
}
[SerializeField]
private MinMaxSizeType _maxHeightType = MinMaxSizeType.None;
/// The max height type of the object.
public MinMaxSizeType MaxHeightType
{
get { return _maxHeightType; }
set {
_maxHeightType = value;
MarkDirty();
}
}
[SerializeField]
private float _maxHeight = 1;
/// The max fixed height of the object.
public float MaxHeight
{
get { return _maxHeight; }
set {
_maxHeight = Mathf.Max(value, 0);
_maxHeightType = MinMaxSizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _maxHeightOfParent = 1;
/// The max relative height of the object.
public float MaxHeightOfParent
{
get { return _maxHeightOfParent; }
set {
_maxHeightOfParent = Mathf.Max(value, 0);
_maxHeightType = MinMaxSizeType.Fill;
MarkDirty();
}
}
[SerializeField]
private MinMaxSizeType _maxDepthType = MinMaxSizeType.None;
/// The max depth type of the object.
public MinMaxSizeType MaxDepthType
{
get { return _maxDepthType; }
set {
_maxDepthType = value;
MarkDirty();
}
}
[SerializeField]
private float _maxDepth = 1;
/// The max fixed depth of the object.
public float MaxDepth
{
get { return _maxDepth; }
set {
_maxDepth = Mathf.Max(value, 0);
_maxDepthType = MinMaxSizeType.Fixed;
MarkDirty();
}
}
[SerializeField]
private float _maxDepthOfParent = 1;
/// The max relative depth of the object.
public float MaxDepthOfParent
{
get { return _maxDepthOfParent; }
set {
_maxDepthOfParent = Mathf.Max(value, 0);
_maxDepthType = MinMaxSizeType.Fill;
MarkDirty();
}
}
[SerializeField]
private Vector3 _offset = Vector3.zero;
/// Use offset to add an offset to the final position of the gameObject after layout is complete.
public Vector3 Offset
{
get { return _offset; }
set { _offset = value; MarkDirty(); }
}
[SerializeField]
private Vector3 _scale = Vector3.one;
/// Use rotation to scale the size of the gameObject before layout runs.
/// This will generate a new size to encapsulate the scaled object.
public Vector3 Scale
{
get { return _scale; }
set { _scale = value; MarkDirty(); }
}
[SerializeField]
private Quaternion _rotation = Quaternion.identity;
/// Use rotation to set the rotation of the gameObject before layout runs.
/// This will generate a new size to encapsulate the rotated object.
public Quaternion Rotation
{
get { return _rotation; }
set { _rotation = value; MarkDirty(); }
}
[SerializeField]
private float _marginLeft;
/// Margin to add additional space around a gameObject.
public float MarginLeft
{
get { return _marginLeft; }
set { _marginLeft = value; MarkDirty(); }
}
[SerializeField]
private float _marginRight;
/// Margin to add additional space around a gameObject.
public float MarginRight
{
get { return _marginRight; }
set { _marginRight = value; MarkDirty(); }
}
[SerializeField]
private float _marginTop;
/// Margin to add additional space around a gameObject.
public float MarginTop
{
get { return _marginTop; }
set { _marginTop = value; MarkDirty(); }
}
[SerializeField]
private float _marginBottom;
/// Margin to add additional space around a gameObject.
public float MarginBottom
{
get { return _marginBottom; }
set { _marginBottom = value; MarkDirty(); }
}
[SerializeField]
private float _marginFront;
/// Margin to add additional space around a gameObject.
public float MarginFront
{
get { return _marginFront; }
set { _marginFront = value; MarkDirty(); }
}
[SerializeField]
private float _marginBack;
/// Margin to add additional space around a gameObject.
public float MarginBack
{
get { return _marginBack; }
set { _marginBack = value; MarkDirty(); }
}
/// Margin to add additional space around a gameObject.
public Directions Margin
{
get => new Directions(new float[] {
_marginRight, _marginLeft, _marginTop, _marginBottom, _marginBack, _marginFront});
set
{
_marginRight = value[0];
_marginLeft = value[1];
_marginTop = value[2];
_marginBottom = value[3];
_marginBack = value[4];
_marginFront = value[5];
MarkDirty();
}
}
[SerializeField]
private float _paddingLeft;
/// Padding to reduce available space inside a layout.
public float PaddingLeft
{
get { return _paddingLeft; }
set { _paddingLeft = value; MarkDirty(); }
}
[SerializeField]
private float _paddingRight;
/// Padding to reduce available space inside a layout.
public float PaddingRight
{
get { return _paddingRight; }
set { _paddingRight = value; MarkDirty(); }
}
[SerializeField]
private float _paddingTop;
/// Padding to reduce available space inside a layout.
public float PaddingTop
{
get { return _paddingTop; }
set { _paddingTop = value; MarkDirty(); }
}
[SerializeField]
private float _paddingBottom;
/// Padding to reduce available space inside a layout.
public float PaddingBottom
{
get { return _paddingBottom; }
set { _paddingBottom = value; MarkDirty(); }
}
[SerializeField]
private float _paddingFront;
/// Padding to reduce available space inside a layout.
public float PaddingFront
{
get { return _paddingFront; }
set { _paddingFront = value; MarkDirty(); }
}
[SerializeField]
private float _paddingBack;
/// Padding to reduce available space inside a layout.
public float PaddingBack
{
get { return _paddingBack; }
set { _paddingBack = value; MarkDirty(); }
}
/// Padding to reduce available space inside a layout.
public Directions Padding
{
get => new Directions(new float[] {
_paddingRight, _paddingLeft, _paddingTop, _paddingBottom, _paddingBack, _paddingFront});
set
{
_paddingRight = value[0];
_paddingLeft = value[1];
_paddingTop = value[2];
_paddingBottom = value[3];
_paddingBack = value[4];
_paddingFront = value[5];
MarkDirty();
}
}
[SerializeField]
private bool _skipLayout;
/// Skip layout for this object.
public bool SkipLayout
{
get => _skipLayout;
set
{
_skipLayout = value;
MarkDirty();
}
}
///
protected override void ResetProperties()
{
_node.SetFlexalonObject(null);
}
///
protected override void UpdateProperties()
{
_node.SetFlexalonObject(this);
}
#if false
private Transform _lastParent;
///
public override void DoUpdate()
{
if (Application.isPlaying || Node.Dirty)
{
return;
}
// Don't update prefab instances
if (UnityEditor.PrefabUtility.IsPartOfPrefabInstance(gameObject))
{
return;
}
var result = _node.Result;
// Don't do any of this if the parent changed.
if (_lastParent != transform.parent)
{
_lastParent = transform.parent;
result.TargetScale = transform.localScale;
result.TransformScale = transform.localScale;
result.TargetRotation = transform.localRotation;
result.TransformRotation = transform.localRotation;
result.TargetPosition = transform.localPosition;
result.TransformPosition = transform.localPosition;
}
// Detect changes to the object's position, rotation, scale, and rect size which may happen
// when the developer uses the transform control, enters new values in the
// inspector, or various other scenarios. Maintain those edits
// by modifying the offset, rotation, and scale on the FlexalonObject.
bool isRectTransform = false;
if (transform is RectTransform rectTransform)
{
if (_widthType == SizeType.Fixed)
{
if (rectTransform.rect.size.x != _width)
{
// Avoid recording changes here to avoid screen size changes causing edits.
_width = rectTransform.rect.size.x;
}
}
if (_heightType == SizeType.Fixed)
{
if (rectTransform.rect.size.y != _height)
{
// Avoid recording changes here to avoid screen size changes causing edits.
_height = rectTransform.rect.size.y;
}
}
isRectTransform = true;
}
bool shouldScale = _node.Adapter.TryGetScale(_node, out var s);
if (shouldScale && result.TransformScale != transform.localScale)
{
UnityEditor.Undo.RecordObject(this, "Scale change");
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
UnityEditor.Undo.RecordObject(result, "Scale change");
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(result);
Flexalon.RecordFrameChanges = true;
_scale = Math.Mul(Scale, Math.Div(transform.localScale, result.TransformScale));
if (float.IsNaN(_scale.x) || Mathf.Abs(_scale.x) < 1e-5f) _scale.x = 0;
if (float.IsNaN(_scale.y) || Mathf.Abs(_scale.y) < 1e-5f) _scale.y = 0;
if (float.IsNaN(_scale.z) || Mathf.Abs(_scale.z) < 1e-5f) _scale.z = 0;
if (Mathf.Abs(1f - _scale.x) < 1e-5f) _scale.x = 1;
if (Mathf.Abs(1f - _scale.y) < 1e-5f) _scale.y = 1;
if (Mathf.Abs(1f - _scale.z) < 1e-5f) _scale.z = 1;
result.TargetScale = transform.localScale;
result.TransformScale = transform.localScale;
_node.Parent?.MarkDirty();
if (_node.Constraint != null)
{
_node.MarkDirty();
}
else
{
_node.ApplyScaleAndRotation();
}
// The scale and rect transform controls affect both position and scale,
// That's not expected in a layout, so early out here to avoid setting the position.
return;
}
bool inLayoutOrConstraint =
(_node.Parent != null && !_node.Parent.Dirty && transform.parent == _node.Parent.GameObject.transform) ||
(_node.Constraint != null && _node.Constraint.Target != null);
if (inLayoutOrConstraint)
{
if (!isRectTransform && result.TransformPosition != transform.localPosition)
{
UnityEditor.Undo.RecordObject(this, "Offset change");
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
UnityEditor.Undo.RecordObject(result, "Offset change");
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(result);
if (transform is RectTransform offsetRectTransform)
{
}
if (Node.Constraint != null && Node.Constraint.Target != null)
{
_offset += Quaternion.Inverse(Node.Constraint.Target.transform.rotation) * (transform.localPosition - result.TransformPosition);
}
else
{
_offset += Math.Mul(Node.Parent.Result?.ComponentScale ?? Vector3.one, (transform.localPosition - result.TransformPosition));
}
if (float.IsNaN(_offset.x) || Mathf.Abs(_offset.x) < 1e-5f) _offset.x = 0;
if (float.IsNaN(_offset.y) || Mathf.Abs(_offset.y) < 1e-5f) _offset.y = 0;
if (float.IsNaN(_offset.z) || Mathf.Abs(_offset.z) < 1e-5f) _offset.z = 0;
result.TargetPosition = transform.localPosition;
result.TransformPosition = transform.localPosition;
}
if (result.TransformRotation != transform.localRotation)
{
UnityEditor.Undo.RecordObject(this, "Rotation change");
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(this);
UnityEditor.Undo.RecordObject(result, "Rotation change");
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(result);
Flexalon.RecordFrameChanges = true;
if (Node.Constraint != null && Node.Constraint.Target != null)
{
_rotation = Quaternion.Inverse(Node.Constraint.Target.transform.rotation) * transform.rotation;
}
else
{
_rotation *= transform.localRotation * Quaternion.Inverse(result.TransformRotation);
}
if (float.IsNaN(_rotation.x) || Mathf.Abs(_rotation.x) < 1e-5f) _rotation.x = 0;
if (float.IsNaN(_rotation.y) || Mathf.Abs(_rotation.y) < 1e-5f) _rotation.y = 0;
if (float.IsNaN(_rotation.z) || Mathf.Abs(_rotation.z) < 1e-5f) _rotation.z = 0;
if (float.IsNaN(_rotation.w) || Mathf.Abs(1 - _rotation.w) < 1e-5f) _rotation.w = 1;
_rotation.Normalize();
result.TargetRotation = transform.localRotation;
result.TransformRotation = transform.localRotation;
_node.Parent?.MarkDirty();
if (_node.Constraint != null)
{
_node.MarkDirty();
}
else
{
_node.ApplyScaleAndRotation();
}
}
}
else
{
if (result.TransformRotation != transform.localRotation)
{
UnityEditor.Undo.RecordObject(result, "Rotation change");
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(result);
result.TargetRotation = transform.localRotation;
result.TransformRotation = transform.localRotation;
_node.ApplyScaleAndRotation();
}
}
}
#endif
protected override void Initialize()
{
base.Initialize();
if (transform is RectTransform || (transform.parent && transform.parent is RectTransform))
{
_width = 100;
_height = 100;
_maxWidth = 100;
_maxHeight = 100;
}
}
protected override void Upgrade(int fromVersion)
{
#if UNITY_UI
// UPGRADE FIX: In v4.0 canvas no longer scales to fit layout size.
// Instead, scale needs to be set on the FlexalonObject.
if (fromVersion < 4 && TryGetComponent