// 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 { /// /// 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) { var renderer = target.gameObject.GetComponent(); if (renderer) { renderer.sortingLayerName = layerName; Debug.Log(target.name); } var targetTransform = target.transform; foreach (Transform child in targetTransform) { 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 } }