using UnityEngine; using System.Collections; using System.Collections.Generic; namespace Fungus { [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")] public List targetSprites = new List(); [Tooltip("The order in layer value to set on the target sprites")] public 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); } } }