diff --git a/Assets/NoiseCrimeStudios/Editor/Support/EditorGUI/EditorGUIStyles.cs b/Assets/NoiseCrimeStudios/Editor/Support/EditorGUI/EditorGUIStyles.cs
index a1c4522..42fe8a7 100644
--- a/Assets/NoiseCrimeStudios/Editor/Support/EditorGUI/EditorGUIStyles.cs
+++ b/Assets/NoiseCrimeStudios/Editor/Support/EditorGUI/EditorGUIStyles.cs
@@ -43,17 +43,13 @@ public static class EditorGUIStyles
public static GUIStyle scopeDark;
public static GUIStyle scopeLight;
- public static GUIStyle scopeStd;
-
- public static Color errorColor = new Color( 0.5f, 0f, 0f );
- public static Color warningColor = Color.yellow;
- public static Color normalColor = Color.white;
- public static Color disabledColor = Color.gray;
+ public static GUIStyle scopeStd;
public static Color colorContentNormal = Color.white;
public static Color colorContentError = new Color( 0.5f, 0f, 0f );
- public static Color colorContentWarning = Color.yellow;
- public static Color colorContentGreen = Color.green;
+ public static Color colorContentWarning = IsUsingDarkSkinMode ? Color.yellow : new Color( 0.6f, 0.4f, 0.0f );
+ public static Color colorContentGreen = IsUsingDarkSkinMode ? Color.green : new Color( 0.0f, 0.6f, 0.0f );
+ public static Color colorTextNormal = IsUsingDarkSkinMode ? Color.white : Color.black;
// How to destroy these?
public static Texture2D backgroundTxDark;
@@ -62,15 +58,23 @@ public static class EditorGUIStyles
// GUISkin skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector);
+ ///
+ /// Single access point to check for use of 'DarkSkin/ProSkin' use in Unity Editor.
+ ///
+ ///
+ /// Switched from Application.HasProLicense() to EditorGUIUtility.isProSkin to fix issues with GUI Styles.
+ /// Enables easier testing.
+ /// Force this to return true if you want dark skin mode regardless.
+ ///
+ public static bool IsUsingDarkSkinMode { get { return EditorGUIUtility.isProSkin; } }
+
static EditorGUIStyles()
{
- bool hasProLicense = Application.HasProLicense();
-
// Textures
- backgroundTxDark = EditorGUIMethods.CreateTexture( 8, 8, hasProLicense ? new Color32( 48, 48, 48, 255 ) : new Color32( 154, 154, 154, 255 ) );
- backgroundTxLight = EditorGUIMethods.CreateTexture( 8, 8, hasProLicense ? new Color32( 64, 64, 64, 255 ) : new Color32( 193, 193, 193, 255 ) );
- backgroundTxStd = EditorGUIMethods.CreateTexture( 8, 8, hasProLicense ? new Color32( 56, 56, 56, 255 ) : new Color32( 162, 162, 162, 255 ) );
+ backgroundTxDark = EditorGUIMethods.CreateTexture( 8, 8, IsUsingDarkSkinMode ? new Color32( 48, 48, 48, 255 ) : new Color32( 154, 154, 154, 255 ) );
+ backgroundTxLight = EditorGUIMethods.CreateTexture( 8, 8, IsUsingDarkSkinMode ? new Color32( 64, 64, 64, 255 ) : new Color32( 193, 193, 193, 255 ) );
+ backgroundTxStd = EditorGUIMethods.CreateTexture( 8, 8, IsUsingDarkSkinMode ? new Color32( 56, 56, 56, 255 ) : new Color32( 162, 162, 162, 255 ) );
// backgroundTextureSelect = IMGUIMethods.CreateTexture(8,8, new Color32(56,56,156,255));
RectOffset margin = new RectOffset(0,0,0,0);
@@ -127,7 +131,7 @@ static void DefineStyle( ref GUIStyle style, GUIStyle from, FontStyle font, Text
/// '{0}ic_file_download_{1}_18dp_1x.png'
public static void CreateIconContent( ref Texture iconTexture, ref GUIContent iconContent, string materialIconsPath, string iconNameFormat, string contentText )
{
- string iconColor = Application.HasProLicense() ? "white" : "black";
+ string iconColor = "white"; // IsUsingDarkSkinMode ? "white" : "black";
if ( null == iconTexture )
iconTexture = ( Texture )AssetDatabase.LoadAssetAtPath( string.Format( iconNameFormat, materialIconsPath, iconColor ), typeof( Texture ) );
diff --git a/Assets/NoiseCrimeStudiosToolbox/Editor/AssetStoreOrganizer/OrganizerEditor.cs b/Assets/NoiseCrimeStudiosToolbox/Editor/AssetStoreOrganizer/OrganizerEditor.cs
index df33516..2401706 100644
--- a/Assets/NoiseCrimeStudiosToolbox/Editor/AssetStoreOrganizer/OrganizerEditor.cs
+++ b/Assets/NoiseCrimeStudiosToolbox/Editor/AssetStoreOrganizer/OrganizerEditor.cs
@@ -324,11 +324,12 @@ private void GuiStorePackageItem( AssetPackage ap, GUIStyle scope )
GUILayout.Space( 4f );
// Column Entries
+ GUI.contentColor = ap.isUnityStandardAsset ? EditorGUIStyles.colorContentWarning : EditorGUIStyles.colorTextNormal;
GuiCustomMenu ( ap, EditorGUIStyles.labelNormLeft, columnWidths[ 0 ] );
GUI.contentColor = ap.isArchived ? EditorGUIStyles.colorContentGreen : EditorGUIStyles.colorContentNormal;
EditorGUILayout.LabelField( ap.isArchived ? iconCheckContent : iconCancelContent, iconLabelStyle, GUILayout.Height( lineHeight ), GUILayout.Width( columnWidths[ 8 ] ) );
GUILayout.Space( 12f );
- GUI.contentColor = ap.isUnityStandardAsset ? EditorGUIStyles.colorContentWarning : EditorGUIStyles.colorContentNormal;
+ GUI.contentColor = ap.isUnityStandardAsset ? EditorGUIStyles.colorContentWarning : EditorGUIStyles.colorTextNormal;
GuiCustomLabel( ap.version, EditorGUIStyles.labelNormLeft, columnWidths[ 3 ] );
GuiCustomLabel( ap.unity_version, EditorGUIStyles.labelNormLeft, columnWidths[ 1 ] );
GuiCustomLabel( ap.displayFileSize, EditorGUIStyles.labelNormRight, columnWidths[ 2 ] );