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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
Added Sorting Layers GUI to SkeletonRenderer and SkeletonAnimation Inspectors.
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@ -66,6 +66,7 @@ public class SkeletonAnimationInspector : SkeletonRendererInspector {
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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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// 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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}
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EditorGUILayout.BeginHorizontal();
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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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animationIndex = EditorGUILayout.Popup("Animation", animationIndex, animations);
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String selectedAnimationName = animationIndex == 0 ? null : animations[animationIndex];
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if (component.AnimationName != selectedAnimationName) {
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@ -28,12 +28,17 @@
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Reflection;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(SkeletonRenderer))]
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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 bool advancedFoldout;
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private static PropertyInfo SortingLayerNamesProperty;
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private static MethodInfo GetSortingLayerUserID;
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protected virtual void OnEnable () {
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SpineEditorUtilities.ConfirmInitialization();
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@ -45,6 +50,15 @@ public class SkeletonRendererInspector : Editor {
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immutableTriangles = serializedObject.FindProperty("immutableTriangles");
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submeshSeparators = serializedObject.FindProperty("submeshSeparators");
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front = serializedObject.FindProperty("frontFacing");
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var unityInternalEditorUtility = Type.GetType("UnityEditorInternal.InternalEditorUtility, UnityEditor");
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if(SortingLayerNamesProperty == null)
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SortingLayerNamesProperty = unityInternalEditorUtility.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
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if(GetSortingLayerUserID == null)
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GetSortingLayerUserID = unityInternalEditorUtility.GetMethod("GetSortingLayerUserID", BindingFlags.Static | BindingFlags.NonPublic);
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}
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protected virtual void gui () {
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@ -83,23 +97,62 @@ public class SkeletonRendererInspector : Editor {
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if (name == initialSkinName.stringValue)
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skinIndex = i;
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}
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EditorGUILayout.BeginHorizontal();
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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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skinIndex = EditorGUILayout.Popup("Initial Skin", skinIndex, skins);
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initialSkinName.stringValue = skins[skinIndex];
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}
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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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EditorGUILayout.Space();
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// Sorting Layers
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{
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var renderer = component.GetComponent<Renderer>();
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if(renderer != null) {
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var sortingLayerNames = GetSortingLayerNames();
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if (sortingLayerNames != null) {
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var layerName = SortingLayerNameOfLayerID(renderer.sortingLayerID);
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int oldIndex = Array.IndexOf(sortingLayerNames, layerName);
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int newIndex = EditorGUILayout.Popup("Sorting Layer", oldIndex, sortingLayerNames);
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if (newIndex != oldIndex) {
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Undo.RecordObject(renderer, "Sorting Layer Changed");
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renderer.sortingLayerID = SortingLayerIdOfLayerIndex(newIndex);
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EditorUtility.SetDirty(renderer);
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}
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} else {
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EditorGUI.BeginChangeCheck();
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renderer.sortingLayerID = EditorGUILayout.IntField("Sorting Layer ID", renderer.sortingLayerID);
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if(EditorGUI.EndChangeCheck()) {
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EditorUtility.SetDirty(renderer);
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}
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}
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EditorGUI.BeginChangeCheck();
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renderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", renderer.sortingOrder);
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if(EditorGUI.EndChangeCheck()) {
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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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override public void OnInspectorGUI () {
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@ -112,4 +165,33 @@ public class SkeletonRendererInspector : Editor {
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((SkeletonRenderer)target).Reset();
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}
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}
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#region Sorting Layers
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protected static string[] GetSortingLayerNames () {
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if(SortingLayerNamesProperty == null)
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return null;
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return SortingLayerNamesProperty.GetValue(null, null) as string[];
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}
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protected static string SortingLayerNameOfLayerID (int id) {
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var layerNames = GetSortingLayerNames();
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if(layerNames == null)
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return null;
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for (int i = 0, n = layerNames.Length; i < n; i++) {
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if (SortingLayerIdOfLayerIndex(i) == id)
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return layerNames[i];
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}
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return null;
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}
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protected static int SortingLayerIdOfLayerIndex (int index) {
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if(GetSortingLayerUserID == null) return 0;
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var parameters = new object[] {index};
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return (int)( GetSortingLayerUserID.Invoke( null, parameters ) );
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}
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#endregion
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}
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