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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge pull request #374 from pharan/sortinglayerinspector
Added Sorting Layers GUI to SkeletonRenderer and SkeletonAnimation
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commit
8544125ead
@ -66,6 +66,7 @@ public class SkeletonAnimationInspector : SkeletonRendererInspector {
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}
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}
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}
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}
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EditorGUILayout.Space();
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//TODO: Refactor this to use GenericMenu and callbacks to avoid interfering with control by other behaviours.
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//TODO: Refactor this to use GenericMenu and callbacks to avoid interfering with control by other behaviours.
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// Animation name.
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// Animation name.
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@ -80,10 +81,7 @@ public class SkeletonAnimationInspector : SkeletonRendererInspector {
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animationIndex = i + 1;
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animationIndex = i + 1;
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}
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}
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EditorGUILayout.BeginHorizontal();
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animationIndex = EditorGUILayout.Popup("Animation", animationIndex, animations);
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EditorGUILayout.LabelField("Animation", GUILayout.Width(EditorGUIUtility.labelWidth));
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animationIndex = EditorGUILayout.Popup(animationIndex, animations);
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EditorGUILayout.EndHorizontal();
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String selectedAnimationName = animationIndex == 0 ? null : animations[animationIndex];
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String selectedAnimationName = animationIndex == 0 ? null : animations[animationIndex];
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if (component.AnimationName != selectedAnimationName) {
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if (component.AnimationName != selectedAnimationName) {
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@ -28,12 +28,18 @@
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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using System;
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using System;
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using System.Reflection;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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[CustomEditor(typeof(SkeletonRenderer))]
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[CustomEditor(typeof(SkeletonRenderer))]
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public class SkeletonRendererInspector : Editor {
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public class SkeletonRendererInspector : Editor {
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protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators, front;
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protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators, front;
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protected bool advancedFoldout;
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private static MethodInfo EditorGUILayoutSortingLayerField;
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protected SerializedObject rendererSerializedObject;
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protected SerializedProperty sortingLayerIDProperty;
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protected virtual void OnEnable () {
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protected virtual void OnEnable () {
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SpineEditorUtilities.ConfirmInitialization();
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SpineEditorUtilities.ConfirmInitialization();
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@ -45,6 +51,12 @@ public class SkeletonRendererInspector : Editor {
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immutableTriangles = serializedObject.FindProperty("immutableTriangles");
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immutableTriangles = serializedObject.FindProperty("immutableTriangles");
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submeshSeparators = serializedObject.FindProperty("submeshSeparators");
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submeshSeparators = serializedObject.FindProperty("submeshSeparators");
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front = serializedObject.FindProperty("frontFacing");
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front = serializedObject.FindProperty("frontFacing");
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if(EditorGUILayoutSortingLayerField == null)
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EditorGUILayoutSortingLayerField = typeof(EditorGUILayout).GetMethod("SortingLayerField", BindingFlags.Static | BindingFlags.NonPublic, null, new Type[] { typeof(GUIContent), typeof(SerializedProperty), typeof(GUIStyle) }, null);
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rendererSerializedObject = new SerializedObject(((SkeletonRenderer)target).GetComponent<Renderer>());
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sortingLayerIDProperty = rendererSerializedObject.FindProperty("m_SortingLayerID");
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}
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}
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protected virtual void gui () {
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protected virtual void gui () {
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@ -84,22 +96,49 @@ public class SkeletonRendererInspector : Editor {
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skinIndex = i;
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skinIndex = i;
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}
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}
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EditorGUILayout.BeginHorizontal();
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skinIndex = EditorGUILayout.Popup("Initial Skin", skinIndex, skins);
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EditorGUILayout.LabelField("Initial Skin", GUILayout.Width(EditorGUIUtility.labelWidth));
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skinIndex = EditorGUILayout.Popup(skinIndex, skins);
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EditorGUILayout.EndHorizontal();
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initialSkinName.stringValue = skins[skinIndex];
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initialSkinName.stringValue = skins[skinIndex];
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}
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}
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EditorGUILayout.PropertyField(meshes,
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EditorGUILayout.Space();
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new GUIContent("Render Meshes", "Disable to optimize rendering for skeletons that don't use meshes"));
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EditorGUILayout.PropertyField(immutableTriangles,
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// Sorting Layers
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new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility"));
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{
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EditorGUILayout.PropertyField(normals);
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var renderer = component.GetComponent<Renderer>();
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EditorGUILayout.PropertyField(tangents);
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if(renderer != null) {
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EditorGUILayout.PropertyField(front);
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(submeshSeparators, true);
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if(EditorGUILayoutSortingLayerField != null && sortingLayerIDProperty != null) {
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EditorGUILayoutSortingLayerField.Invoke(null, new object[] { new GUIContent("Sorting Layer"), sortingLayerIDProperty, EditorStyles.popup } );
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} else {
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renderer.sortingLayerID = EditorGUILayout.IntField("Sorting Layer ID", renderer.sortingLayerID);
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}
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renderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", renderer.sortingOrder);
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if(EditorGUI.EndChangeCheck()) {
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rendererSerializedObject.ApplyModifiedProperties();
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EditorUtility.SetDirty(renderer);
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}
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}
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}
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// More Render Options...
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{
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advancedFoldout = EditorGUILayout.Foldout(advancedFoldout, "Advanced");
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if(advancedFoldout) {
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(meshes,
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new GUIContent("Render Meshes", "Disable to optimize rendering for skeletons that don't use meshes"));
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EditorGUILayout.PropertyField(immutableTriangles,
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new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility"));
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EditorGUILayout.PropertyField(normals);
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EditorGUILayout.PropertyField(tangents);
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EditorGUILayout.PropertyField(front);
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EditorGUILayout.PropertyField(submeshSeparators, true);
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EditorGUI.indentLevel--;
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}
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}
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}
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}
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override public void OnInspectorGUI () {
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override public void OnInspectorGUI () {
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@ -112,4 +151,5 @@ public class SkeletonRendererInspector : Editor {
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((SkeletonRenderer)target).Reset();
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((SkeletonRenderer)target).Reset();
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}
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}
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}
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}
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}
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}
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