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Magical-Jumping-Bean/Library/metadata/dd/dd2fe74169b54bf58fca17288513ef38
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2019-09-29 19:40:54 -04:00
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€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacelp\ày¯Ðì Ýò~–[´_ø¬q‚X1þƒCPackages/com.unity.textmeshpro/Scripts/Editor/TMP_SubMesh_Editor.csày¯TMP_SubMesh_Editor_ 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;
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;
}
public override void OnInspectorGUI()
{
EditorGUI.indentLevel = 0;
GUI.enabled = false;
EditorGUILayout.PropertyField(fontAsset_prop);
EditorGUILayout.PropertyField(spriteAsset_prop);
GUI.enabled = true;
EditorGUI.BeginChangeCheck();
// SORTING LAYERS
var sortingLayerNames = SortingLayerHelper.sortingLayerNames;
// Look up the layer name using the current layer ID
string oldName = SortingLayerHelper.GetSortingLayerNameFromID(m_Renderer.sortingLayerID);
// Use the name to look up our array index into the names list
int oldLayerIndex = System.Array.IndexOf(sortingLayerNames, oldName);
// Show the pop-up for the names
int newLayerIndex = EditorGUILayout.Popup("Sorting Layer", oldLayerIndex, sortingLayerNames);
// If the index changes, look up the ID for the new index to store as the new ID
if (newLayerIndex != oldLayerIndex)
{
//Undo.RecordObject(renderer, "Edit Sorting Layer");
m_Renderer.sortingLayerID = SortingLayerHelper.GetSortingLayerIDForIndex(newLayerIndex);
//EditorUtility.SetDirty(renderer);
}
// Expose the manual sorting order
int newSortingLayerOrder = EditorGUILayout.IntField("Order in Layer", m_Renderer.sortingOrder);
if (newSortingLayerOrder != m_Renderer.sortingOrder)
{
//Undo.RecordObject(renderer, "Edit Sorting Order");
m_Renderer.sortingOrder = newSortingLayerOrder;
}