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