diff --git a/spine-unity/Assets/spine-unity/Modules/SkeletonRenderSeparator/SkeletonRenderSeparator.cs b/spine-unity/Assets/spine-unity/Modules/SkeletonRenderSeparator/SkeletonRenderSeparator.cs
index ba211dc70..44c6c803b 100644
--- a/spine-unity/Assets/spine-unity/Modules/SkeletonRenderSeparator/SkeletonRenderSeparator.cs
+++ b/spine-unity/Assets/spine-unity/Modules/SkeletonRenderSeparator/SkeletonRenderSeparator.cs
@@ -72,6 +72,14 @@ namespace Spine.Unity.Modules {
#endregion
#region Runtime Instantiation
+ /// Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.
+ /// The to skeleton renderer.
+ /// The target SkeletonRenderer or SkeletonAnimation.
+ /// Sorting layer to be used for the parts renderers.
+ /// Number of additional SkeletonPartsRenderers on top of the ones determined by counting the number of separator slots.
+ /// The integer to increment the sorting order per SkeletonPartsRenderer to separate them.
+ /// The sorting order value of the first SkeletonPartsRenderer.
+ /// If set to true, a minimum number of SkeletonPartsRenderer GameObjects (determined by separatorSlots.Count + 1) will be added.
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;
}
+
+ /// Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.
+ 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 () {