Sprite 和 Mesh Render 共存
[CanEditMultipleObjects]
[CustomEditor(typeof(MeshRenderer))]
public class MeshRendererEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
serializedObject.Update();
SerializedProperty sortingLayerID = serializedObject.FindProperty("m_SortingLayerID");
SerializedProperty sortingOrder = serializedObject.FindProperty("m_SortingOrder");
//MeshRenderer renderer = target as MeshRenderer;
Rect firstHoriz = EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
EditorGUI.BeginProperty(firstHoriz, GUIContent.none, sortingLayerID);
string[] layerNames = GetSortingLayerNames();
int[] layerID = GetSortingLayerUniqueIDs();
int selected = -1;
int sID = sortingLayerID.intValue;
for (int i = 0; i < layerID.Length; i++)
if (sID == layerID[i])
selected = i;
if (selected == -1)
for (int i = 0; i < layerID.Length; i++)
if (layerID[i] == 0)
selected = i;
selected = EditorGUILayout.Popup("Sorting Layer", selected, layerNames);
sortingLayerID.intValue = layerID[selected];
EditorGUI.EndProperty();
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(sortingOrder, new GUIContent("Order in Layer"));
EditorGUILayout.EndHorizontal();
serializedObject.ApplyModifiedProperties();
}
public string[] GetSortingLayerNames()
{
Type internalEditorUtilityType = typeof(InternalEditorUtility);
PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
return (string[])sortingLayersProperty.GetValue(null, new object[0]);
}
public int[] GetSortingLayerUniqueIDs()
{
Type internalEditorUtilityType = typeof(InternalEditorUtility);
PropertyInfo sortingLayerUniqueIDsProperty = internalEditorUtilityType.GetProperty("sortingLayerUniqueIDs", BindingFlags.Static | BindingFlags.NonPublic);
return (int[])sortingLayerUniqueIDsProperty.GetValue(null, new object[0]);
}
}
注意:
参考: