67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
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using UnityEngine;
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using UnityEngine.Serialization;
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using System.Collections;
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namespace VLB
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{
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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[SelectionBase]
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[HelpURL(Consts.Help.HD.UrlBeam)]
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public partial class VolumetricLightBeamHD2D : VolumetricLightBeamHD
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{
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/// <summary>
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/// Unique ID of the beam's sorting layer.
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/// </summary>
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public int sortingLayerID
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{
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get { return m_SortingLayerID; }
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set {
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m_SortingLayerID = value;
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if (m_BeamGeom) m_BeamGeom.sortingLayerID = value;
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}
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}
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/// <summary>
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/// Name of the beam's sorting layer.
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/// </summary>
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public string sortingLayerName
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{
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get { return SortingLayer.IDToName(sortingLayerID); }
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set { sortingLayerID = SortingLayer.NameToID(value); }
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}
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/// <summary>
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/// The overlay priority within its layer.
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/// Lower numbers are rendered first and subsequent numbers overlay those below.
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/// </summary>
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public int sortingOrder
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{
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get { return m_SortingOrder; }
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set
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{
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m_SortingOrder = value;
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if (m_BeamGeom) m_BeamGeom.sortingOrder = value;
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}
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}
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public override Dimensions GetDimensions() { return Dimensions.Dim2D; }
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public override bool DoesSupportSorting2D() { return true; }
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public override int GetSortingLayerID() { return sortingLayerID; }
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public override int GetSortingOrder() { return sortingOrder; }
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[SerializeField] int m_SortingLayerID = 0;
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[SerializeField] int m_SortingOrder = 0;
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#if UNITY_EDITOR
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public override void Reset()
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{
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base.Reset();
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sortingLayerID = 0;
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sortingOrder = 0;
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}
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#endif // UNITY_EDITOR
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}
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}
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