Merge pull request #374 from pharan/sortinglayerinspector

Added Sorting Layers GUI to SkeletonRenderer and SkeletonAnimation
This commit is contained in:
Fenrisul 2015-03-08 15:52:53 -07:00
commit 8544125ead
2 changed files with 57 additions and 19 deletions

View File

@ -66,6 +66,7 @@ public class SkeletonAnimationInspector : SkeletonRendererInspector {
}
}
EditorGUILayout.Space();
//TODO: Refactor this to use GenericMenu and callbacks to avoid interfering with control by other behaviours.
// Animation name.
@ -80,10 +81,7 @@ public class SkeletonAnimationInspector : SkeletonRendererInspector {
animationIndex = i + 1;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Animation", GUILayout.Width(EditorGUIUtility.labelWidth));
animationIndex = EditorGUILayout.Popup(animationIndex, animations);
EditorGUILayout.EndHorizontal();
animationIndex = EditorGUILayout.Popup("Animation", animationIndex, animations);
String selectedAnimationName = animationIndex == 0 ? null : animations[animationIndex];
if (component.AnimationName != selectedAnimationName) {

View File

@ -28,12 +28,18 @@
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(SkeletonRenderer))]
public class SkeletonRendererInspector : Editor {
protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators, front;
protected bool advancedFoldout;
private static MethodInfo EditorGUILayoutSortingLayerField;
protected SerializedObject rendererSerializedObject;
protected SerializedProperty sortingLayerIDProperty;
protected virtual void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
@ -45,6 +51,12 @@ public class SkeletonRendererInspector : Editor {
immutableTriangles = serializedObject.FindProperty("immutableTriangles");
submeshSeparators = serializedObject.FindProperty("submeshSeparators");
front = serializedObject.FindProperty("frontFacing");
if(EditorGUILayoutSortingLayerField == null)
EditorGUILayoutSortingLayerField = typeof(EditorGUILayout).GetMethod("SortingLayerField", BindingFlags.Static | BindingFlags.NonPublic, null, new Type[] { typeof(GUIContent), typeof(SerializedProperty), typeof(GUIStyle) }, null);
rendererSerializedObject = new SerializedObject(((SkeletonRenderer)target).GetComponent<Renderer>());
sortingLayerIDProperty = rendererSerializedObject.FindProperty("m_SortingLayerID");
}
protected virtual void gui () {
@ -83,23 +95,50 @@ public class SkeletonRendererInspector : Editor {
if (name == initialSkinName.stringValue)
skinIndex = i;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Initial Skin", GUILayout.Width(EditorGUIUtility.labelWidth));
skinIndex = EditorGUILayout.Popup(skinIndex, skins);
EditorGUILayout.EndHorizontal();
skinIndex = EditorGUILayout.Popup("Initial Skin", skinIndex, skins);
initialSkinName.stringValue = skins[skinIndex];
}
EditorGUILayout.PropertyField(meshes,
new GUIContent("Render Meshes", "Disable to optimize rendering for skeletons that don't use meshes"));
EditorGUILayout.PropertyField(immutableTriangles,
new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility"));
EditorGUILayout.PropertyField(normals);
EditorGUILayout.PropertyField(tangents);
EditorGUILayout.PropertyField(front);
EditorGUILayout.PropertyField(submeshSeparators, true);
EditorGUILayout.Space();
// Sorting Layers
{
var renderer = component.GetComponent<Renderer>();
if(renderer != null) {
EditorGUI.BeginChangeCheck();
if(EditorGUILayoutSortingLayerField != null && sortingLayerIDProperty != null) {
EditorGUILayoutSortingLayerField.Invoke(null, new object[] { new GUIContent("Sorting Layer"), sortingLayerIDProperty, EditorStyles.popup } );
} else {
renderer.sortingLayerID = EditorGUILayout.IntField("Sorting Layer ID", renderer.sortingLayerID);
}
renderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", renderer.sortingOrder);
if(EditorGUI.EndChangeCheck()) {
rendererSerializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(renderer);
}
}
}
// More Render Options...
{
advancedFoldout = EditorGUILayout.Foldout(advancedFoldout, "Advanced");
if(advancedFoldout) {
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(meshes,
new GUIContent("Render Meshes", "Disable to optimize rendering for skeletons that don't use meshes"));
EditorGUILayout.PropertyField(immutableTriangles,
new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility"));
EditorGUILayout.PropertyField(normals);
EditorGUILayout.PropertyField(tangents);
EditorGUILayout.PropertyField(front);
EditorGUILayout.PropertyField(submeshSeparators, true);
EditorGUI.indentLevel--;
}
}
}
override public void OnInspectorGUI () {
@ -112,4 +151,5 @@ public class SkeletonRendererInspector : Editor {
((SkeletonRenderer)target).Reset();
}
}
}