mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Merge pull request #374 from pharan/sortinglayerinspector
Added Sorting Layers GUI to SkeletonRenderer and SkeletonAnimation
This commit is contained in:
commit
8544125ead
@ -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) {
|
||||
|
||||
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user