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Fixed render order for sequence outlines

master
chrisgregan 10 years ago
parent
commit
921ea030a6
  1. 12
      Assets/Fungus/Editor/FungusScript/FungusEditorWindow.cs

12
Assets/Fungus/Editor/FungusScript/FungusEditorWindow.cs

@ -96,6 +96,9 @@ namespace Fungus.Script
GUIStyle windowStyle = new GUIStyle(GUI.skin.window); GUIStyle windowStyle = new GUIStyle(GUI.skin.window);
bool drawOutline = false;
Rect outlineRect = new Rect();
windowSequenceMap.Clear(); windowSequenceMap.Clear();
for (int i = 0; i < sequences.Length; ++i) for (int i = 0; i < sequences.Length; ++i)
{ {
@ -106,12 +109,12 @@ namespace Fungus.Script
if (fungusScript.selectedSequence == sequence) if (fungusScript.selectedSequence == sequence)
{ {
Rect outlineRect = sequence.nodeRect; drawOutline = true;
outlineRect = sequence.nodeRect;
outlineRect.width += 10; outlineRect.width += 10;
outlineRect.x -= 5; outlineRect.x -= 5;
outlineRect.height += 10; outlineRect.height += 10;
outlineRect.y -= 5; outlineRect.y -= 5;
GLDraw.DrawBox(outlineRect, Color.green, 2);
} }
sequence.nodeRect = GUILayout.Window(i, sequence.nodeRect, DrawWindow, sequence.name, GUILayout.Width(windowWidth), GUILayout.Height(20), GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true)); sequence.nodeRect = GUILayout.Window(i, sequence.nodeRect, DrawWindow, sequence.name, GUILayout.Width(windowWidth), GUILayout.Height(20), GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true));
@ -131,6 +134,11 @@ namespace Fungus.Script
EndWindows(); EndWindows();
if (drawOutline)
{
GLDraw.DrawBox(outlineRect, Color.green, 2);
}
GUI.EndScrollView(); GUI.EndScrollView();
string labelText = fungusScript.name; string labelText = fungusScript.name;

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