Эх сурвалжийг харах

[unity] Update separator slot APIs.

pharan 6 жил өмнө
parent
commit
3ff14fc186

+ 1 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonDebugWindow.cs

@@ -477,7 +477,7 @@ namespace Spine.Unity.Editor {
 								}
 							} else {
 								foreach (var slot in skeleton.DrawOrder) {
-									var slotNames = SkeletonRendererInspector.GetSeparatorSlotMember(skeletonRenderer);
+									var slotNames = SkeletonRendererInspector.GetSeparatorSlotNames(skeletonRenderer);
 									for (int i = 0, n = slotNames.Length; i < n; i++) {
 										if (string.Equals(slotNames[i], slot.Data.Name, System.StringComparison.Ordinal)) {
 											EditorGUILayout.LabelField(SeparatorString);

+ 6 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonRendererInspector.cs

@@ -341,7 +341,12 @@ namespace Spine.Unity.Editor {
 			}
 		}
 
-		public static string[] GetSeparatorSlotMember (SkeletonRenderer skeletonRenderer) {
+		public static void SetSeparatorSlotNames (SkeletonRenderer skeletonRenderer, string[] newSlotNames) {
+			var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
+			field.SetValue(skeletonRenderer, newSlotNames);
+		}
+
+		public static string[] GetSeparatorSlotNames (SkeletonRenderer skeletonRenderer) {
 			var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
 			return field.GetValue(skeletonRenderer) as string[];
 		}

+ 41 - 0
spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs

@@ -367,6 +367,47 @@ namespace Spine.Unity {
 			currentSmartMesh.instructionUsed.Set(currentInstructions);
 		}
 
+		public void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false) {
+			if (string.IsNullOrEmpty(startsWith)) return;
+
+			FindAndApplySeparatorSlots(
+				(slotName) => slotName.StartsWith(startsWith),
+				clearExistingSeparators,
+				updateStringArray
+				);
+		}
+
+		public void FindAndApplySeparatorSlots (System.Func<string, bool> slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false) {
+			if (slotNamePredicate == null) return;
+			if (!valid) return;
+
+			if (clearExistingSeparators)
+				separatorSlots.Clear();
+
+			var slots = skeleton.slots;
+			foreach (var slot in slots) {
+				if (slotNamePredicate.Invoke(slot.data.name))
+					separatorSlots.Add(slot);
+			}
+
+			if (updateStringArray) {
+				var detectedSeparatorNames = new List<string>();
+				foreach (var slot in skeleton.slots) {
+					string slotName = slot.data.name;
+					if (slotNamePredicate.Invoke(slotName))
+						detectedSeparatorNames.Add(slotName);
+				}
+				if (!clearExistingSeparators) {
+					string[] originalNames = this.separatorSlotNames;
+					foreach (string originalName in originalNames)
+						detectedSeparatorNames.Add(originalName);
+				}
+
+				this.separatorSlotNames = detectedSeparatorNames.ToArray();
+			}
+
+		}
+
 		public void ReapplySeparatorSlotNames () {
 			if (!valid)
 				return;

+ 2 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/SkeletonRenderSeparator/SkeletonPartsRenderer.cs

@@ -128,10 +128,11 @@ namespace Spine.Unity.Modules {
 			meshRenderer.SetPropertyBlock(block);
 		}
 
-		public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name) {
+		public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) {
 			var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
 			go.transform.SetParent(parent, false);
 			var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
+			returnComponent.MeshRenderer.sortingOrder = sortingOrder;
 
 			return returnComponent;
 		}

+ 10 - 3
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/SkeletonRenderSeparator/SkeletonRenderSeparator.cs

@@ -106,6 +106,8 @@ namespace Spine.Unity.Modules {
 				componentRenderers.Add(spr);
 			}
 
+			srs.OnEnable();
+
 			#if UNITY_EDITOR
 			// Make sure editor updates properly in edit mode.
 			if (!Application.isPlaying) {
@@ -119,7 +121,7 @@ namespace Spine.Unity.Modules {
 		}
 
 		/// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
-		public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
+		public SkeletonPartsRenderer AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement, string name = null) {
 			int sortingLayerID = 0;
 			int sortingOrder = 0;
 			if (partsRenderers.Count > 0) {
@@ -128,13 +130,18 @@ namespace Spine.Unity.Modules {
 				sortingLayerID = previousMeshRenderer.sortingLayerID;
 				sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
 			}
-				
-			var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
+
+			if (string.IsNullOrEmpty(name))
+				name = partsRenderers.Count.ToString();
+
+			var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, name);
 			partsRenderers.Add(spr);
 
 			var mr = spr.MeshRenderer;
 			mr.sortingLayerID = sortingLayerID;
 			mr.sortingOrder = sortingOrder;
+
+			return spr;
 		}
 		#endregion