| | |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using System; |
| | | using Spine.Unity; |
| | | |
| | | public class RendererAdjuster : MonoBehaviour |
| | | { |
| | |
| | | public string customSortingLayer = "UI"; |
| | | |
| | | public List<Renderer> renderers = new List<Renderer>(); |
| | | |
| | | // private List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>(); |
| | | |
| | | protected Canvas canvas; |
| | | |
| | |
| | | renderers.Clear(); |
| | | renderers.AddRange(gameObject.GetComponentsInChildren<Renderer>(true)); |
| | | |
| | | canvas = GetComponent<Canvas>(); |
| | | // skeletonAnimations.Clear(); |
| | | // skeletonAnimations.AddRange(gameObject.GetComponentsInChildren<SkeletonAnimation>(true)); |
| | | |
| | | canvas = GetComponentInChildren<Canvas>(); |
| | | } |
| | | |
| | | public void UpdateSortingOrder() |
| | |
| | | |
| | | if (null != canvas) |
| | | { |
| | | canvas.sortingOrder = sortingOrder; |
| | | canvas.sortingOrder = sortingOrder + 1; |
| | | if (!string.IsNullOrEmpty(sortingLayer)) |
| | | { |
| | | canvas.sortingLayerName = sortingLayer; |
| | | } |
| | | } |
| | | |
| | | // foreach (var skeletonAnim in skeletonAnimations) |
| | | // { |
| | | |
| | | // } |
| | | |
| | | onSortingChanged?.Invoke(sortingLayer, sortingOrder); |
| | | } |
| | | } |