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 () {