/**
* This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
* It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
*/
using UnityEngine;
using System.Collections.Generic;
namespace Fungus
{
///
/// Controls the render order of sprites by setting the Order In Layer property of a list of sprites.
///
[CommandInfo("Sprite",
"Set Sprite Order",
"Controls the render order of sprites by setting the Order In Layer property of a list of sprites.")]
[AddComponentMenu("")]
public class SetSpriteOrder : Command
{
[Tooltip("List of sprites to set the order in layer property on")]
[SerializeField] protected List targetSprites = new List();
[Tooltip("The order in layer value to set on the target sprites")]
[SerializeField] protected IntegerData orderInLayer;
public override void OnEnter()
{
foreach (SpriteRenderer spriteRenderer in targetSprites)
{
spriteRenderer.sortingOrder = orderInLayer;
}
Continue();
}
public override string GetSummary()
{
string summary = "";
foreach (SpriteRenderer spriteRenderer in targetSprites)
{
if (spriteRenderer == null)
{
continue;
}
if (summary.Length > 0)
{
summary += ", ";
}
summary += spriteRenderer.name;
}
if (summary.Length == 0)
{
return "Error: No cursor sprite selected";
}
return summary + " = " + orderInLayer.Value;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool IsReorderableArray(string propertyName)
{
if (propertyName == "targetSprites")
{
return true;
}
return false;
}
public override void OnCommandAdded(Block parentBlock)
{
// Add a default empty entry
targetSprites.Add(null);
}
}
}