[unity] Update separator slot APIs.

This commit is contained in:
pharan 2018-12-04 19:42:58 +08:00
parent bd342bc10d
commit 3ff14fc186
5 changed files with 60 additions and 6 deletions

View File

@ -477,7 +477,7 @@ namespace Spine.Unity.Editor {
}
} else {
foreach (var slot in skeleton.DrawOrder) {
var slotNames = SkeletonRendererInspector.GetSeparatorSlotMember(skeletonRenderer);
var slotNames = SkeletonRendererInspector.GetSeparatorSlotNames(skeletonRenderer);
for (int i = 0, n = slotNames.Length; i < n; i++) {
if (string.Equals(slotNames[i], slot.Data.Name, System.StringComparison.Ordinal)) {
EditorGUILayout.LabelField(SeparatorString);

View File

@ -341,7 +341,12 @@ namespace Spine.Unity.Editor {
}
}
public static string[] GetSeparatorSlotMember (SkeletonRenderer skeletonRenderer) {
public static void SetSeparatorSlotNames (SkeletonRenderer skeletonRenderer, string[] newSlotNames) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
field.SetValue(skeletonRenderer, newSlotNames);
}
public static string[] GetSeparatorSlotNames (SkeletonRenderer skeletonRenderer) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
return field.GetValue(skeletonRenderer) as string[];
}

View File

@ -367,6 +367,47 @@ namespace Spine.Unity {
currentSmartMesh.instructionUsed.Set(currentInstructions);
}
public void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false) {
if (string.IsNullOrEmpty(startsWith)) return;
FindAndApplySeparatorSlots(
(slotName) => slotName.StartsWith(startsWith),
clearExistingSeparators,
updateStringArray
);
}
public void FindAndApplySeparatorSlots (System.Func<string, bool> slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false) {
if (slotNamePredicate == null) return;
if (!valid) return;
if (clearExistingSeparators)
separatorSlots.Clear();
var slots = skeleton.slots;
foreach (var slot in slots) {
if (slotNamePredicate.Invoke(slot.data.name))
separatorSlots.Add(slot);
}
if (updateStringArray) {
var detectedSeparatorNames = new List<string>();
foreach (var slot in skeleton.slots) {
string slotName = slot.data.name;
if (slotNamePredicate.Invoke(slotName))
detectedSeparatorNames.Add(slotName);
}
if (!clearExistingSeparators) {
string[] originalNames = this.separatorSlotNames;
foreach (string originalName in originalNames)
detectedSeparatorNames.Add(originalName);
}
this.separatorSlotNames = detectedSeparatorNames.ToArray();
}
}
public void ReapplySeparatorSlotNames () {
if (!valid)
return;

View File

@ -128,10 +128,11 @@ namespace Spine.Unity.Modules {
meshRenderer.SetPropertyBlock(block);
}
public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name) {
public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) {
var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.SetParent(parent, false);
var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
returnComponent.MeshRenderer.sortingOrder = sortingOrder;
return returnComponent;
}

View File

@ -106,6 +106,8 @@ namespace Spine.Unity.Modules {
componentRenderers.Add(spr);
}
srs.OnEnable();
#if UNITY_EDITOR
// Make sure editor updates properly in edit mode.
if (!Application.isPlaying) {
@ -119,7 +121,7 @@ namespace Spine.Unity.Modules {
}
/// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
public SkeletonPartsRenderer AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement, string name = null) {
int sortingLayerID = 0;
int sortingOrder = 0;
if (partsRenderers.Count > 0) {
@ -128,13 +130,18 @@ namespace Spine.Unity.Modules {
sortingLayerID = previousMeshRenderer.sortingLayerID;
sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
}
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
if (string.IsNullOrEmpty(name))
name = partsRenderers.Count.ToString();
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, name);
partsRenderers.Add(spr);
var mr = spr.MeshRenderer;
mr.sortingLayerID = sortingLayerID;
mr.sortingOrder = sortingOrder;
return spr;
}
#endregion