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Unity 3d : Expose the rendering order of MeshRenderer in the Unity3D
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using UnityEngine; | |
using UnityEditor; | |
using System.Reflection; | |
using System; | |
using UnityEditorInternal; | |
[CustomEditor(typeof(MeshRenderer)), CanEditMultipleObjects] | |
public class MeshRendererInspector : Editor | |
{ | |
//Armazena Sorting Layer criadas no unity | |
private string[] sortingLayerNames; | |
//Order | |
private int sortingOrder; | |
//Layer | |
private int sortingLayer; | |
//Objetos selecionados | |
private MeshRenderer[] renderer; | |
//Se todos os objetos selecionado possuem os mesmos valores | |
private bool sortingLayerEqual; | |
private bool sortingOrderEqual; | |
void OnEnable() | |
{ | |
//Cache de Sorting Layer criadas. | |
sortingLayerNames = GetSortingLayerNames(); | |
//Recupera objetos selecionados | |
System.Object[] objects = serializedObject.targetObjects; | |
//Armazena valores iniciais | |
MeshRenderer first = objects[0] as MeshRenderer; | |
sortingOrder = first.sortingOrder; | |
string layerName = first.sortingLayerName; | |
sortingLayer = Mathf.Max(System.Array.IndexOf( sortingLayerNames, layerName ), 0); | |
//Cast | |
renderer = new MeshRenderer[objects.Length]; | |
//Igualdade entre multiobjects | |
sortingLayerEqual = true; | |
sortingOrderEqual = true; | |
for( int i = 0 ; i < objects.Length ; i++ ) | |
{ | |
//Cast | |
renderer[i] = objects[i] as MeshRenderer; | |
//Verifica se todos os objetos possuem o mesmo valor | |
if( renderer[i].sortingOrder != sortingOrder ) sortingOrderEqual = false; | |
if( renderer[i].sortingLayerName != layerName ) sortingLayerEqual = false; | |
} | |
} | |
public override void OnInspectorGUI () | |
{ | |
base.OnInspectorGUI (); | |
EditorGUILayout.Space(); | |
/** | |
* SORTING Layer | |
**/ | |
EditorGUI.BeginChangeCheck(); | |
//UI | |
EditorGUI.showMixedValue = !sortingLayerEqual; | |
sortingLayer = EditorGUILayout.Popup(sortingLayer, sortingLayerNames); | |
//Aplicar modificacoes e igualar valores | |
if( EditorGUI.EndChangeCheck() ) { | |
foreach( MeshRenderer r in renderer ) | |
{ | |
r.sortingLayerName = sortingLayerNames[sortingLayer]; | |
EditorUtility.SetDirty(r); | |
} | |
sortingLayerEqual = true; | |
} | |
/** | |
* SORTING ORDER | |
**/ | |
EditorGUI.BeginChangeCheck(); | |
//UI | |
EditorGUI.showMixedValue = !sortingOrderEqual; | |
sortingOrder = EditorGUILayout.IntField("Order in Layer", sortingOrder); | |
//Aplicar modificacoes e igualar valores | |
if( EditorGUI.EndChangeCheck() ) | |
{ | |
foreach( MeshRenderer r in renderer ) | |
{ | |
r.sortingOrder = sortingOrder; | |
EditorUtility.SetDirty(r); | |
} | |
sortingOrderEqual = true; | |
} | |
} | |
public string[] GetSortingLayerNames() | |
{ | |
Type t = typeof(InternalEditorUtility); | |
PropertyInfo prop = t.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic); | |
return (string[])prop.GetValue(null, null); | |
} | |
} |
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this works fine.
how about support skinned mesh renderer?