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
}
}