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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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namespace Fungus.Commands
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{
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/// <summary>
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/// Sets the Renderer sorting layer of every child of a game object. Applies to all Renderers (including mesh, skinned mesh, and sprite).
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/// </summary>
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[CommandInfo("Sprite",
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"Set Sorting Layer",
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"Sets the Renderer sorting layer of every child of a game object. Applies to all Renderers (including mesh, skinned mesh, and sprite).")]
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[AddComponentMenu("")]
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public class SetSortingLayer : Command
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{
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[Tooltip("Root Object that will have the Sorting Layer set. Any children will also be affected")]
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[SerializeField] protected GameObject targetObject;
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[Tooltip("The New Layer Name to apply")]
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[SerializeField] protected string sortingLayer;
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protected void ApplySortingLayer(Transform target, string layerName)
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{
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Renderer renderer = target.gameObject.GetComponent<Renderer>();
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if (renderer)
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{
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renderer.sortingLayerName = layerName;
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Debug.Log(target.name);
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}
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foreach (Transform child in target.transform)
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{
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ApplySortingLayer(child, layerName);
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}
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}
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#region Public members
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public override void OnEnter()
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{
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if (targetObject != null)
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{
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ApplySortingLayer(targetObject.transform, sortingLayer);
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}
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Continue();
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}
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public override string GetSummary()
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{
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if (targetObject == null)
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{
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return "Error: No game object selected";
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}
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return targetObject.name;
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}
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public override Color GetButtonColor()
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{
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return new Color32(235, 191, 217, 255);
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}
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#endregion
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}
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}
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