|
@@ -72,6 +72,14 @@ namespace Spine.Unity.Modules {
|
|
|
#endregion
|
|
|
|
|
|
#region Runtime Instantiation
|
|
|
+ /// <summary>Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.</summary>
|
|
|
+ /// <returns>The to skeleton renderer.</returns>
|
|
|
+ /// <param name="skeletonRenderer">The target SkeletonRenderer or SkeletonAnimation.</param>
|
|
|
+ /// <param name="sortingLayerID">Sorting layer to be used for the parts renderers.</param>
|
|
|
+ /// <param name="extraPartsRenderers">Number of additional SkeletonPartsRenderers on top of the ones determined by counting the number of separator slots.</param>
|
|
|
+ /// <param name="sortingOrderIncrement">The integer to increment the sorting order per SkeletonPartsRenderer to separate them.</param>
|
|
|
+ /// <param name="baseSortingOrder">The sorting order value of the first SkeletonPartsRenderer.</param>
|
|
|
+ /// <param name="addMinimumPartsRenderers">If set to <c>true</c>, a minimum number of SkeletonPartsRenderer GameObjects (determined by separatorSlots.Count + 1) will be added.</param>
|
|
|
public static SkeletonRenderSeparator AddToSkeletonRenderer (SkeletonRenderer skeletonRenderer, int sortingLayerID = 0, int extraPartsRenderers = 0, int sortingOrderIncrement = DefaultSortingOrderIncrement, int baseSortingOrder = 0, bool addMinimumPartsRenderers = true) {
|
|
|
if (skeletonRenderer == null) {
|
|
|
Debug.Log("Tried to add SkeletonRenderSeparator to a null SkeletonRenderer reference.");
|
|
@@ -90,15 +98,34 @@ namespace Spine.Unity.Modules {
|
|
|
var componentRenderers = srs.partsRenderers;
|
|
|
|
|
|
for (int i = 0; i < count; i++) {
|
|
|
- var smr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRendererTransform, i.ToString());
|
|
|
- var mr = smr.MeshRenderer;
|
|
|
+ var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRendererTransform, i.ToString());
|
|
|
+ var mr = spr.MeshRenderer;
|
|
|
mr.sortingLayerID = sortingLayerID;
|
|
|
mr.sortingOrder = baseSortingOrder + (i * sortingOrderIncrement);
|
|
|
- componentRenderers.Add(smr);
|
|
|
+ componentRenderers.Add(spr);
|
|
|
}
|
|
|
|
|
|
return srs;
|
|
|
}
|
|
|
+
|
|
|
+ /// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
|
|
|
+ public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
|
|
|
+ int sortingLayerID = 0;
|
|
|
+ int sortingOrder = 0;
|
|
|
+ if (partsRenderers.Count > 0) {
|
|
|
+ var previous = partsRenderers[partsRenderers.Count - 1];
|
|
|
+ var previousMeshRenderer = previous.MeshRenderer;
|
|
|
+ sortingLayerID = previousMeshRenderer.sortingLayerID;
|
|
|
+ sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
|
|
|
+ }
|
|
|
+
|
|
|
+ var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
|
|
|
+ partsRenderers.Add(spr);
|
|
|
+
|
|
|
+ var mr = spr.MeshRenderer;
|
|
|
+ mr.sortingLayerID = sortingLayerID;
|
|
|
+ mr.sortingOrder = sortingOrder;
|
|
|
+ }
|
|
|
#endregion
|
|
|
|
|
|
void OnEnable () {
|