[unity] Update SkeletonRenderSeparator runtime API

This commit is contained in:
John 2017-08-25 16:35:31 +08:00 committed by GitHub
parent d082bfe2d0
commit 78d7d91e18

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@ -72,6 +72,14 @@ namespace Spine.Unity.Modules {
#endregion
#region Runtime Instantiation
/// <summary>Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.</summary>
/// <returns>The to skeleton renderer.</returns>
/// <param name="skeletonRenderer">The target SkeletonRenderer or SkeletonAnimation.</param>
/// <param name="sortingLayerID">Sorting layer to be used for the parts renderers.</param>
/// <param name="extraPartsRenderers">Number of additional SkeletonPartsRenderers on top of the ones determined by counting the number of separator slots.</param>
/// <param name="sortingOrderIncrement">The integer to increment the sorting order per SkeletonPartsRenderer to separate them.</param>
/// <param name="baseSortingOrder">The sorting order value of the first SkeletonPartsRenderer.</param>
/// <param name="addMinimumPartsRenderers">If set to <c>true</c>, a minimum number of SkeletonPartsRenderer GameObjects (determined by separatorSlots.Count + 1) will be added.</param>
public static SkeletonRenderSeparator AddToSkeletonRenderer (SkeletonRenderer skeletonRenderer, int sortingLayerID = 0, int extraPartsRenderers = 0, int sortingOrderIncrement = DefaultSortingOrderIncrement, int baseSortingOrder = 0, bool addMinimumPartsRenderers = true) {
if (skeletonRenderer == null) {
Debug.Log("Tried to add SkeletonRenderSeparator to a null SkeletonRenderer reference.");
@ -90,15 +98,34 @@ namespace Spine.Unity.Modules {
var componentRenderers = srs.partsRenderers;
for (int i = 0; i < count; i++) {
var smr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRendererTransform, i.ToString());
var mr = smr.MeshRenderer;
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRendererTransform, i.ToString());
var mr = spr.MeshRenderer;
mr.sortingLayerID = sortingLayerID;
mr.sortingOrder = baseSortingOrder + (i * sortingOrderIncrement);
componentRenderers.Add(smr);
componentRenderers.Add(spr);
}
return srs;
}
/// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
int sortingLayerID = 0;
int sortingOrder = 0;
if (partsRenderers.Count > 0) {
var previous = partsRenderers[partsRenderers.Count - 1];
var previousMeshRenderer = previous.MeshRenderer;
sortingLayerID = previousMeshRenderer.sortingLayerID;
sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
}
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
partsRenderers.Add(spr);
var mr = spr.MeshRenderer;
mr.sortingLayerID = sortingLayerID;
mr.sortingOrder = sortingOrder;
}
#endregion
void OnEnable () {