Scriptum/Assets/HardLight2D/Editor/HardLight2DEditor.cs

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2022-12-29 03:22:45 +01:00
using System;
using System.Collections;
using System.Reflection;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Rendering;
public class HardLight2DEditor : MonoBehaviour
{
[MenuItem ("HardLight2D/Refresh collider references")]
static void RefreshAll ()
{
HardLight2DManager.RefreshAllCollidersReferences ();
}
}
[CustomPropertyDrawer (typeof (SortingLayerPopup))]
public class SortingLayerDrawer : PropertyDrawer
{
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
{
string[] options = GetSortingLayerNames ();
int[] picks = new int[options.Length];
var name = property.stringValue;
var choice = -1;
for (int i = 0; i < options.Length; i++)
{
picks[i] = i;
if (name == options[i]) choice = i;
}
choice = EditorGUI.IntPopup (position, label.text, choice, options, picks);
property.stringValue = options[choice];
}
public string[] GetSortingLayerNames ()
{
Type internalEditorUtilityType = typeof (InternalEditorUtility);
PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty ("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
return (string[]) sortingLayersProperty.GetValue (null, new object[0]);
}
}