Unity 显示MeshRenderer的渲染层级

Unity 显示MeshRenderer的渲染层级

前言

Mesh RendererSkinned Mesh Renderer组件默认不显示Order,找了个工具显示一下。

源码

下面两个代码放入Editor文件夹中

MeshRendererInspector

MeshRendererInspector.cs

csharp 复制代码
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System;
using UnityEditorInternal;

[CustomEditor(typeof(MeshRenderer)), CanEditMultipleObjects]
public class MeshRendererInspector : Editor
{

    //Armazena Sorting Layer criadas no unity
    private string[] sortingLayerNames;

    //Order
    private int sortingOrder;

    //Layer
    private int sortingLayer;

    //Objetos selecionados
    private MeshRenderer[] renderer;

    //Se todos os objetos selecionado possuem os mesmos valores
    private bool sortingLayerEqual;
    private bool sortingOrderEqual;


    void OnEnable()
    {
        //Cache de Sorting Layer criadas.
        sortingLayerNames = GetSortingLayerNames();

        //Recupera objetos selecionados
        System.Object[] objects = serializedObject.targetObjects;

        //Armazena valores iniciais
        MeshRenderer first = objects[0] as MeshRenderer;
        sortingOrder = first.sortingOrder;
        string layerName = first.sortingLayerName;
        sortingLayer = Mathf.Max(System.Array.IndexOf(sortingLayerNames, layerName), 0);

        //Cast
        renderer = new MeshRenderer[objects.Length];
        //Igualdade entre multiobjects
        sortingLayerEqual = true;
        sortingOrderEqual = true;
        for (int i = 0; i < objects.Length; i++)
        {
            //Cast
            renderer[i] = objects[i] as MeshRenderer;
            //Verifica se todos os objetos possuem o mesmo valor
            if (renderer[i].sortingOrder != sortingOrder) sortingOrderEqual = false;
            if (renderer[i].sortingLayerName != layerName) sortingLayerEqual = false;
        }
    }

    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        EditorGUILayout.Space();

        /**
		 * SORTING Layer
		 **/
        EditorGUI.BeginChangeCheck();

        //UI
        EditorGUI.showMixedValue = !sortingLayerEqual;
        sortingLayer = EditorGUILayout.Popup(sortingLayer, sortingLayerNames);

        //Aplicar modificacoes e igualar valores
        if (EditorGUI.EndChangeCheck())
        {
            foreach (MeshRenderer r in renderer)
            {
                r.sortingLayerName = sortingLayerNames[sortingLayer];
                EditorUtility.SetDirty(r);
            }
            sortingLayerEqual = true;
        }


        /**
		 * SORTING ORDER
		 **/
        EditorGUI.BeginChangeCheck();

        //UI
        EditorGUI.showMixedValue = !sortingOrderEqual;
        sortingOrder = EditorGUILayout.IntField("Order in Layer", sortingOrder);

        //Aplicar modificacoes e igualar valores
        if (EditorGUI.EndChangeCheck())
        {
            foreach (MeshRenderer r in renderer)
            {
                r.sortingOrder = sortingOrder;
                EditorUtility.SetDirty(r);
            }
            sortingOrderEqual = true;
        }
    }

    public string[] GetSortingLayerNames()
    {
        Type t = typeof(InternalEditorUtility);
        PropertyInfo prop = t.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
        return (string[])prop.GetValue(null, null);
    }

}

SkinnedMeshRendererInspector

SkinnedMeshRendererInspector.cs

csharp 复制代码
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System;
using UnityEditorInternal;

[CustomEditor(typeof(SkinnedMeshRenderer)), CanEditMultipleObjects]
public class SkinnedMeshRendererInspector : Editor
{
    //存储 Sorting Layer
    private string[] sortingLayerNames;

    //Order
    private int sortingOrder;

    //Layer
    private int sortingLayer;

    //选中的对象
    private SkinnedMeshRenderer[] renderer;

    //所有选中对象是否具有相同的值
    private bool sortingLayerEqual;
    private bool sortingOrderEqual;

    void OnEnable()
    {
        //获取 Sorting Layer
        sortingLayerNames = GetSortingLayerNames();

        //获取选中的对象
        System.Object[] objects = serializedObject.targetObjects;

        //存储初始值
        SkinnedMeshRenderer first = objects[0] as SkinnedMeshRenderer;
        sortingOrder = first.sortingOrder;
        string layerName = first.sortingLayerName;
        sortingLayer = Mathf.Max(System.Array.IndexOf(sortingLayerNames, layerName), 0);

        //转换
        renderer = new SkinnedMeshRenderer[objects.Length];
        //是否所有对象具有相同的值
        sortingLayerEqual = true;
        sortingOrderEqual = true;
        for (int i = 0; i < objects.Length; i++)
        {
            //转换
            renderer[i] = objects[i] as SkinnedMeshRenderer;
            //检查所有对象是否具有相同的值
            if (renderer[i].sortingOrder != sortingOrder) sortingOrderEqual = false;
            if (renderer[i].sortingLayerName != layerName) sortingLayerEqual = false;
        }
    }

    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        EditorGUILayout.Space();

        /**
         * SORTING Layer
         **/
        EditorGUI.BeginChangeCheck();

        //UI
        EditorGUI.showMixedValue = !sortingLayerEqual;
        sortingLayer = EditorGUILayout.Popup(sortingLayer, sortingLayerNames);

        //应用修改和同步值
        if (EditorGUI.EndChangeCheck())
        {
            foreach (SkinnedMeshRenderer r in renderer)
            {
                r.sortingLayerName = sortingLayerNames[sortingLayer];
                EditorUtility.SetDirty(r);
            }
            sortingLayerEqual = true;
        }

        /**
         * SORTING ORDER
         **/
        EditorGUI.BeginChangeCheck();

        //UI
        EditorGUI.showMixedValue = !sortingOrderEqual;
        sortingOrder = EditorGUILayout.IntField("Order in Layer", sortingOrder);

        //应用修改和同步值
        if (EditorGUI.EndChangeCheck())
        {
            foreach (SkinnedMeshRenderer r in renderer)
            {
                r.sortingOrder = sortingOrder;
                EditorUtility.SetDirty(r);
            }
            sortingOrderEqual = true;
        }
    }

    public string[] GetSortingLayerNames()
    {
        Type t = typeof(InternalEditorUtility);
        PropertyInfo prop = t.GetProperty("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
        return (string[])prop.GetValue(null, null);
    }
}

参考

Unity 3d : Expose the rendering order of MeshRenderer in the Unity3D

相关推荐
敲代码的 蜡笔小新3 小时前
【行为型之策略模式】游戏开发实战——Unity灵活算法架构的核心实现策略
unity·设计模式·c#·策略模式
Magnum Lehar1 天前
3d游戏引擎的Utilities模块实现下
c++·算法·游戏引擎
Flamesky1 天前
Unity编辑器重新编译代码
unity·重新编译
虾球xz1 天前
游戏引擎学习第277天:稀疏实体系统
c++·学习·游戏引擎
虾球xz1 天前
游戏引擎学习第276天:调整身体动画
c++·学习·游戏引擎
虾球xz1 天前
游戏引擎学习第275天:将旋转和剪切传递给渲染器
c++·学习·游戏引擎
虾球xz1 天前
游戏引擎学习第268天:合并调试链表与分组
c++·学习·链表·游戏引擎
qq_5982117572 天前
Unity.UGUI DrawCall合批笔记
笔记·unity·游戏引擎
南玖yy2 天前
C/C++ 内存管理深度解析:从内存分布到实践应用(malloc和new,free和delete的对比与使用,定位 new )
c语言·开发语言·c++·笔记·后端·游戏引擎·课程设计
Tech Synapse2 天前
Unity ML-Agents实战指南:构建多技能游戏AI训练系统
人工智能·游戏·unity