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- using UnityEngine;
- using UnityEditor;
- using System.Collections;
- namespace TMPro.EditorUtilities
- {
- [CustomEditor(typeof(TMP_SubMesh)), CanEditMultipleObjects]
- public class TMP_SubMesh_Editor : Editor
- {
- private struct m_foldout
- { // Track Inspector foldout panel states, globally.
- //public static bool textInput = true;
- public static bool fontSettings = true;
- //public static bool extraSettings = false;
- //public static bool shadowSetting = false;
- //public static bool materialEditor = true;
- }
- private SerializedProperty fontAsset_prop;
- private SerializedProperty spriteAsset_prop;
- private TMP_SubMesh m_SubMeshComponent;
- private Renderer m_Renderer;
- private string[] m_SortingLayerNames;
- public void OnEnable()
- {
- fontAsset_prop = serializedObject.FindProperty("m_fontAsset");
- spriteAsset_prop = serializedObject.FindProperty("m_spriteAsset");
- m_SubMeshComponent = target as TMP_SubMesh;
- m_Renderer = m_SubMeshComponent.renderer;
- m_SortingLayerNames = SortingLayerHelper.sortingLayerNames;
- }
- public override void OnInspectorGUI()
- {
- EditorGUI.indentLevel = 0;
- GUI.enabled = false;
- EditorGUILayout.PropertyField(fontAsset_prop);
- EditorGUILayout.PropertyField(spriteAsset_prop);
- GUI.enabled = true;
- EditorGUI.BeginChangeCheck();
- // Look up the layer name using the current layer ID
- string oldName = SortingLayer.IDToName(m_Renderer.sortingLayerID);
- // Use the name to look up our array index into the names list
- int oldLayerIndex = System.Array.IndexOf(m_SortingLayerNames, oldName);
- // Show the pop-up for the names
- int newLayerIndex = EditorGUILayout.Popup("Sorting Layer", oldLayerIndex, m_SortingLayerNames);
- // If the index changes, look up the ID for the new index to store as the new ID
- if (newLayerIndex != oldLayerIndex)
- m_Renderer.sortingLayerID = SortingLayer.NameToID(m_SortingLayerNames[newLayerIndex]);
- // Expose the manual sorting order
- int newSortingLayerOrder = EditorGUILayout.IntField("Order in Layer", m_Renderer.sortingOrder);
- if (newSortingLayerOrder != m_Renderer.sortingOrder)
- m_Renderer.sortingOrder = newSortingLayerOrder;
- }
- }
- }
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