void OnEnable() { Foliage2D_Sprite sprite = (Foliage2D_Sprite)target; if (sprite.GetComponent <MeshFilter>().sharedMesh == null) { sprite.RebuildMesh(); } }
//------------------------------------------------------------------------------ private void CustomInspector(Foliage2D_Sprite foliage2D_sprite) { showVisuals = EditorGUILayout.Foldout(showVisuals, "Visual Properties"); if (showVisuals) { EditorGUI.indentLevel = 1; foliage2D_sprite.pixelsPerUnit = Mathf.Clamp(EditorGUILayout.FloatField("Pixels Per Unit", foliage2D_sprite.pixelsPerUnit), 1, 768); foliage2D_sprite.widthSegments = Mathf.Clamp(EditorGUILayout.IntField("With Segments", foliage2D_sprite.widthSegments), 1, 100); foliage2D_sprite.heightSegments = Mathf.Clamp(EditorGUILayout.IntField("Height Segments", foliage2D_sprite.heightSegments), 1, 100); Type utility = Type.GetType("UnityEditorInternal.InternalEditorUtility, UnityEditor"); if (utility != null) { PropertyInfo sortingLayerNames = utility.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic); if (sortingLayerNames != null) { string[] layerNames = sortingLayerNames.GetValue(null, null) as string[]; string currName = foliage2D_sprite.GetComponent <Renderer>().sortingLayerName == "" ? "Default" : foliage2D_sprite.GetComponent <Renderer>().sortingLayerName; int nameID = EditorGUILayout.Popup("Sorting Layer", Array.IndexOf(layerNames, currName), layerNames); foliage2D_sprite.GetComponent <Renderer>().sortingLayerName = layerNames[nameID]; } else { foliage2D_sprite.GetComponent <Renderer>().sortingLayerID = EditorGUILayout.IntField("Sorting Layer", foliage2D_sprite.GetComponent <Renderer>().sortingLayerID); } } else { foliage2D_sprite.GetComponent <Renderer>().sortingLayerID = EditorGUILayout.IntField("Sorting Layer", foliage2D_sprite.GetComponent <Renderer>().sortingLayerID); } foliage2D_sprite.GetComponent <Renderer>().sortingOrder = EditorGUILayout.IntField("Order in Layer", foliage2D_sprite.GetComponent <Renderer>().sortingOrder); } EditorGUI.indentLevel = 0; if (GUI.changed) { EditorUtility.SetDirty(target); foliage2D_sprite.RebuildMesh(); } }