// 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;
namespace Fungus.Commands
{
///
/// Sets the Renderer sorting layer of every child of a game object. Applies to all Renderers (including mesh, skinned mesh, and sprite).
///
[CommandInfo("Sprite",
"Set Sorting Layer",
"Sets the Renderer sorting layer of every child of a game object. Applies to all Renderers (including mesh, skinned mesh, and sprite).")]
[AddComponentMenu("")]
public class SetSortingLayer : Command
{
[Tooltip("Root Object that will have the Sorting Layer set. Any children will also be affected")]
[SerializeField] protected GameObject targetObject;
[Tooltip("The New Layer Name to apply")]
[SerializeField] protected string sortingLayer;
protected void ApplySortingLayer(Transform target, string layerName)
{
Renderer renderer = target.gameObject.GetComponent();
if (renderer)
{
renderer.sortingLayerName = layerName;
Debug.Log(target.name);
}
foreach (Transform child in target.transform)
{
ApplySortingLayer(child, layerName);
}
}
#region Public members
public override void OnEnter()
{
if (targetObject != null)
{
ApplySortingLayer(targetObject.transform, sortingLayer);
}
Continue();
}
public override string GetSummary()
{
if (targetObject == null)
{
return "Error: No game object selected";
}
return targetObject.name;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
#endregion
}
}