static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *__ret = ILIntepreter.Minus(__esp, 0); var result_of_this_method = new UnityEngine.Rendering.SortingGroup(); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
/// <summary> /// Write the specified value using the writer. /// </summary> /// <param name="value">Value.</param> /// <param name="writer">Writer.</param> public override void Write(object value, ISaveGameWriter writer) { UnityEngine.Rendering.SortingGroup sortingGroup = (UnityEngine.Rendering.SortingGroup)value; writer.WriteProperty("sortingLayerName", sortingGroup.sortingLayerName); writer.WriteProperty("sortingLayerID", sortingGroup.sortingLayerID); writer.WriteProperty("sortingOrder", sortingGroup.sortingOrder); writer.WriteProperty("enabled", sortingGroup.enabled); writer.WriteProperty("tag", sortingGroup.tag); writer.WriteProperty("name", sortingGroup.name); writer.WriteProperty("hideFlags", sortingGroup.hideFlags); }
static int _g_get_sortingOrder(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { UnityEngine.Rendering.SortingGroup __cl_gen_to_be_invoked = (UnityEngine.Rendering.SortingGroup)translator.FastGetCSObj(L, 1); LuaAPI.xlua_pushinteger(L, __cl_gen_to_be_invoked.sortingOrder); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(1); }
static int _s_set_sortingLayerName(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { UnityEngine.Rendering.SortingGroup __cl_gen_to_be_invoked = (UnityEngine.Rendering.SortingGroup)translator.FastGetCSObj(L, 1); __cl_gen_to_be_invoked.sortingLayerName = LuaAPI.lua_tostring(L, 2); } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(0); }
public override void ReadFrom(object obj) { base.ReadFrom(obj); if (obj == null) { return; } UnityEngine.Rendering.SortingGroup o = (UnityEngine.Rendering.SortingGroup)obj; sortingLayerName = o.sortingLayerName; sortingLayerID = o.sortingLayerID; sortingOrder = o.sortingOrder; }
private void _UpdateSortingGroup() { //发现骨架有SortingGroup,那么子骨架也都加上,反之删除 _sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); if (_sortingGroup != null) { _sortingMode = SortingMode.SortByOrder; _sortingLayerName = _sortingGroup.sortingLayerName; _sortingOrder = _sortingGroup.sortingOrder; foreach (UnitySlot slot in _armature.GetSlots()) { if (slot.childArmature != null) { var childArmatureProxy = slot.childArmature.proxy as UnityArmatureComponent; childArmatureProxy._sortingGroup = childArmatureProxy.GetComponent <UnityEngine.Rendering.SortingGroup>(); if (childArmatureProxy._sortingGroup == null) { childArmatureProxy._sortingGroup = childArmatureProxy.gameObject .AddComponent <UnityEngine.Rendering.SortingGroup>(); } childArmatureProxy._sortingGroup.sortingLayerName = _sortingLayerName; childArmatureProxy._sortingGroup.sortingOrder = _sortingOrder; } } } else { _sortingMode = SortingMode.SortByZ; foreach (UnitySlot slot in _armature.GetSlots()) { if (slot.childArmature != null) { var childArmatureProxy = slot.childArmature.proxy as UnityArmatureComponent; childArmatureProxy._sortingGroup = childArmatureProxy.GetComponent <UnityEngine.Rendering.SortingGroup>(); if (childArmatureProxy._sortingGroup != null) { DestroyImmediate(childArmatureProxy._sortingGroup); } } } } #if UNITY_EDITOR EditorUtility.SetDirty(this); #endif _UpdateSlotsSorting(); }
public override object WriteTo(object obj, System.Collections.Generic.Dictionary <long, UnityEngine.Object> objects) { obj = base.WriteTo(obj, objects); if (obj == null) { return(null); } UnityEngine.Rendering.SortingGroup o = (UnityEngine.Rendering.SortingGroup)obj; o.sortingLayerName = sortingLayerName; o.sortingLayerID = sortingLayerID; o.sortingOrder = sortingOrder; return(o); }
static StackObject *get_sortingOrder_1(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.Rendering.SortingGroup instance_of_this_method = (UnityEngine.Rendering.SortingGroup) typeof(UnityEngine.Rendering.SortingGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.sortingOrder; __ret->ObjectType = ObjectTypes.Integer; __ret->Value = result_of_this_method; return(__ret + 1); }
static StackObject *set_sortingOrder_2(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); System.Int32 @value = ptr_of_this_method->Value; ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.Rendering.SortingGroup instance_of_this_method = (UnityEngine.Rendering.SortingGroup) typeof(UnityEngine.Rendering.SortingGroup).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); instance_of_this_method.sortingOrder = value; return(__ret); }
static int __CreateInstance(RealStatePtr L) { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); try { if (LuaAPI.lua_gettop(L) == 1) { UnityEngine.Rendering.SortingGroup __cl_gen_ret = new UnityEngine.Rendering.SortingGroup(); translator.Push(L, __cl_gen_ret); return(1); } } catch (System.Exception __gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Rendering.SortingGroup constructor!")); }
/// <private/> void Awake() { #if UNITY_EDITOR if (_IsPrefab()) { return; } #endif if (unityData != null && unityData.dragonBonesJSON != null && unityData.textureAtlas != null) { var dragonBonesData = UnityFactory.factory.LoadData(unityData, isUGUI); if (dragonBonesData != null && !string.IsNullOrEmpty(armatureName)) { UnityFactory.factory.BuildArmatureComponent(armatureName, unityData.dataName, null, null, gameObject, isUGUI); if (!string.IsNullOrEmpty(armatureBaseName)) { ArmatureData baseData = UnityFactory.factory.GetArmatureData(armatureBaseName, unityData.dataName); UnityFactory.factory.ReplaceAnimation(armature, baseData); } } } if (_armature != null) { #if UNITY_5_6_OR_NEWER if (!isUGUI) { _sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); } #endif _UpdateSlotsSorting(); _armature.flipX = _flipX; _armature.flipY = _flipY; _armature.animation.timeScale = _timeScale; if (!string.IsNullOrEmpty(animationName)) { _armature.animation.Play(animationName, _playTimes); } } }
void Awake() { SetAlphaTex(); if (textureFrames != null && textureFrames.materials.Length > 0 && textureFrames.materials[0] != null) { m_PreMultiplyAlpha = textureFrames.materials[0].GetFloat("_BlendSrc") == (int)UnityEngine.Rendering.BlendMode.One; } #if UNITY_5_6_OR_NEWER if (!isUGUI) { _sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); if (_sortingGroup) { sortType = SortType.ZOrder; m_SortingLayerName = _sortingGroup.sortingLayerName; m_SortingOrder = _sortingGroup.sortingOrder; } } #endif }
// Update is called once per frame void Update() { mousePos = Input.mousePosition; mousePos.z = 10f; if (Input.GetMouseButtonDown(0)) { GameObject target = targets[cnt % targets.Length]; GameObject obj = Instantiate(target, camera.ScreenToWorldPoint(mousePos), Quaternion.identity); obj.SetActive(true); list.Add(obj); UnityEngine.Rendering.SortingGroup sg = obj.GetComponent <UnityEngine.Rendering.SortingGroup>(); sg.sortingOrder = cnt * 100; cnt++; } if (Input.GetMouseButtonDown(1)) { GameObject target = lit; GameObject obj = Instantiate(target, camera.ScreenToWorldPoint(mousePos), Quaternion.identity); obj.SetActive(true); list.Add(obj); cnt++; } if (Input.GetKeyDown(KeyCode.Space)) { foreach (GameObject obj in list) { Destroy(obj); } list.Clear(); cnt = 0; } if (Input.GetKeyDown(KeyCode.G)) { System.GC.Collect(); } }
/// <summary> /// Read the data into the specified value. /// </summary> /// <param name="value">Value.</param> /// <param name="reader">Reader.</param> public override void ReadInto(object value, ISaveGameReader reader) { UnityEngine.Rendering.SortingGroup sortingGroup = (UnityEngine.Rendering.SortingGroup)value; foreach (string property in reader.Properties) { switch (property) { case "sortingLayerName": sortingGroup.sortingLayerName = reader.ReadProperty <System.String> (); break; case "sortingLayerID": sortingGroup.sortingLayerID = reader.ReadProperty <System.Int32> (); break; case "sortingOrder": sortingGroup.sortingOrder = reader.ReadProperty <System.Int32> (); break; case "enabled": sortingGroup.enabled = reader.ReadProperty <System.Boolean> (); break; case "tag": sortingGroup.tag = reader.ReadProperty <System.String> (); break; case "name": sortingGroup.name = reader.ReadProperty <System.String> (); break; case "hideFlags": sortingGroup.hideFlags = reader.ReadProperty <UnityEngine.HideFlags> (); break; } } }
/// <summary> /// Read the data using the reader. /// </summary> /// <param name="reader">Reader.</param> public override object Read(ISaveGameReader reader) { UnityEngine.Rendering.SortingGroup sortingGroup = SaveGameType.CreateComponent <UnityEngine.Rendering.SortingGroup> (); ReadInto(sortingGroup, reader); return(sortingGroup); }
/// <summary> /// Lates the update. Sort slot /// </summary> void LateUpdate() { #if UNITY_EDITOR if (!Application.isPlaying) { if (animator != null) { UpdateArmature(); } if (parentArmature) { sortType = parentArmature.sortType; } #if UNITY_5_6_OR_NEWER if (!isUGUI) { _sortingGroup = gameObject.GetComponent <UnityEngine.Rendering.SortingGroup>(); if (parentArmature) { if (parentArmature.sortingGroup != null) { if (_sortingGroup == null) { _sortingGroup = gameObject.AddComponent <UnityEngine.Rendering.SortingGroup>(); _sortingGroup.sortingLayerName = sortingLayerName; _sortingGroup.sortingOrder = sortingOrder; } } else if (_sortingGroup) { DestroyImmediate(_sortingGroup); } } } #endif } SetAlphaTex(); #endif //caculate sort if (slots != null) { int len = slots.Length; for (int i = 0; i < len; ++i) { Slot slot = slots[i]; if (slot && slot.isActiveAndEnabled) { slot.CheckZorderChange(); } } } if (m_CanSortAllSlot) { ForceSortAll(); m_CanSortAllSlot = false; int temp = (int)m_ZOrderValid; if (Mathf.Abs(m_ZOrderValid - temp) > 0.0001f) { return; } if (temp != __ZOrderValid) { __ZOrderValid = temp; } } else { int temp = (int)m_ZOrderValid; if (Mathf.Abs(m_ZOrderValid - temp) > 0.0001f) { return; } if (temp != __ZOrderValid) { __ZOrderValid = temp; ResetSlotZOrder(); } } }
void LateUpdate() { if (_armature == null) { return; } flipX = _armature.flipX; flipY = _armature.flipY; #if UNITY_EDITOR if (!Application.isPlaying) { #if UNITY_5_6_OR_NEWER if (!isUGUI) { _sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); if (_sortingGroup) { sortingMode = SortingMode.SortByOrder; _sortingLayerName = _sortingGroup.sortingLayerName; _sortingOrder = _sortingGroup.sortingOrder; } } #endif foreach (var slot in _armature.GetSlots()) { var display = slot.display as GameObject; if (display != null) { display.transform.localPosition = new Vector3(display.transform.localPosition.x, display.transform.localPosition.y, -slot._zOrder * (_zSpace + 0.001f)); if (!isUGUI && sortingMode == SortingMode.SortByOrder) { UnitySlot us = slot as UnitySlot; if (us.meshRenderer != null) { us.meshRenderer.sortingOrder = slot._zOrder; } } } } } #endif if (zorderIsDirty) { _sortedSlots = new List <Slot>(_armature.GetSlots()); _sortedSlots.Sort(delegate(Slot x, Slot y) { return(x._zOrder - y._zOrder); }); for (int i = 0; i < _sortedSlots.Count; ++i) { Slot slot = _sortedSlots[i]; var display = slot.display as GameObject; if (display != null) { display.transform.SetSiblingIndex(i); if (!isUGUI && sortingMode == SortingMode.SortByOrder) { UnitySlot us = slot as UnitySlot; if (us.meshRenderer != null) { us.meshRenderer.sortingOrder = i; } } } } zorderIsDirty = false; } if (unityBones != null) { int len = unityBones.Count; for (int i = 0; i < len; ++i) { UnityBone bone = unityBones[i]; if (bone) { bone._Update(); } } } }
/** * @private */ void Awake() { #if UNITY_5_6_OR_NEWER if (!isUGUI) { _sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); if (_sortingGroup) { sortingMode = SortingMode.SortByOrder; _sortingLayerName = _sortingGroup.sortingLayerName; _sortingOrder = _sortingGroup.sortingOrder; } } #endif if (slotsRoot == null) { GameObject go = new GameObject("Slots"); go.transform.SetParent(transform); go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; slotsRoot = go; go.hideFlags = HideFlags.NotEditable; } zorderIsDirty = true; if (unityData != null && unityData.dragonBonesJSON != null && unityData.textureAtlas != null) { var dragonBonesData = UnityFactory.factory.LoadData(unityData, isUGUI); if (dragonBonesData != null && !string.IsNullOrEmpty(armatureName)) { UnityFactory.factory.BuildArmatureComponent(armatureName, dragonBonesData.name, null, unityData.dataName, gameObject); } } if (_armature != null) { sortingLayerName = sortingLayerName; sortingOrder = sortingOrder; _armature.flipX = flipX; _armature.flipY = flipY; if (zSpace > 0) { foreach (var slot in _armature.GetSlots()) { var display = slot.display as GameObject; if (display != null) { display.transform.localPosition = new Vector3(display.transform.localPosition.x, display.transform.localPosition.y, -slot._zOrder * (_zSpace + 0.001f)); if (!isUGUI && sortingMode == SortingMode.SortByOrder) { UnitySlot us = slot as UnitySlot; if (us.meshRenderer != null) { us.meshRenderer.sortingOrder = slot._zOrder; } } } } } if (!string.IsNullOrEmpty(animationName)) { _armature.animation.Play(animationName); } CollectBones(); } }
/// <private/> void Awake() { #if UNITY_EDITOR if (_IsPrefab()) { return; } #endif if (slotsRoot == null) { var slotsContainer = transform.Find("Slots"); if (slotsContainer == null) { GameObject go = new GameObject("Slots"); go.transform.SetParent(transform); go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; slotsRoot = go; } else { slotsRoot = slotsContainer.gameObject; } } List <UnityEngine.Transform> destroySlots = new List <UnityEngine.Transform>(); for (int i = 0; i < slotsRoot.transform.childCount; ++i) { destroySlots.Add(slotsRoot.transform.GetChild(i)); } for (int i = 0; i < destroySlots.Count; ++i) { UnityFactoryHelper.DestroyUnityObject(destroySlots[i].gameObject); } destroySlots.Clear(); destroySlots = null; if (unityData != null && unityData.dragonBonesJSON != null && unityData.textureAtlas != null) { var dragonBonesData = UnityFactory.factory.LoadData(unityData, isUGUI); if (dragonBonesData != null && !string.IsNullOrEmpty(armatureName)) { UnityFactory.factory.BuildArmatureComponent(armatureName, unityData.dataName, null, null, gameObject, isUGUI); if (!string.IsNullOrEmpty(armatureBaseName)) { ArmatureData baseData = UnityFactory.factory.GetArmatureData(armatureBaseName, unityData.dataName); UnityFactory.factory.ReplaceAnimation(armature, baseData); } } } if (_armature != null) { #if UNITY_5_6_OR_NEWER if (!isUGUI) { _sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); } #endif _UpdateSlotsSorting(); _armature.flipX = _flipX; _armature.flipY = _flipY; _armature.animation.timeScale = _timeScale; if (!string.IsNullOrEmpty(animationName)) { _armature.animation.Play(animationName, _playTimes); } } CollectBones(); }
/** * @private */ void Awake() { #if UNITY_EDITOR if (_isPrefab()) { return; } #endif #if UNITY_5_6_OR_NEWER if (!isUGUI) { _sortingGroup = GetComponent <UnityEngine.Rendering.SortingGroup>(); if (_sortingGroup) { sortingMode = SortingMode.SortByOrder; _sortingLayerName = _sortingGroup.sortingLayerName; _sortingOrder = _sortingGroup.sortingOrder; } } #endif zorderIsDirty = true; //if(unityData != null && (unityData.dragonBonesJSON != null || unityData.dragonBonesBinary != null) && unityData.textureAtlas != null) if (unityData != null && unityData.dragonBonesJSON != null && unityData.textureAtlas != null) { var dragonBonesData = UnityFactory.factory.LoadData(unityData, isUGUI); if (dragonBonesData != null && !string.IsNullOrEmpty(armatureName)) { UnityFactory.factory.BuildArmatureComponent(armatureName, dragonBonesData.name, null, unityData.dataName, gameObject, isUGUI); } } if (_armature != null) { sortingLayerName = sortingLayerName; sortingOrder = sortingOrder; _armature.flipX = flipX; _armature.flipY = flipY; _armature.animation.timeScale = _timeScale; if (zSpace > 0 || sortingMode == SortingMode.SortByOrder) { foreach (var slot in _armature.GetSlots()) { var display = slot.display as GameObject; if (display != null) { display.transform.localPosition = new Vector3(display.transform.localPosition.x, display.transform.localPosition.y, -slot._zOrder * (zSpace + 0.001f)); if (!isUGUI && sortingMode == SortingMode.SortByOrder) { UnitySlot us = slot as UnitySlot; if (us.meshRenderer != null) { us.meshRenderer.sortingOrder = slot._zOrder; } } } } } if (!string.IsNullOrEmpty(animationName)) { _armature.animation.Play(animationName, _playTimes); } CollectBones(); } }