CapersProject/Assets/SPUM/Sprite_Editor(Beta)/Script/SpriteSyncManager.cs
2024-06-04 03:26:03 +09:00

62 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class SpriteSyncManager : MonoBehaviour
{
#if UNITY_EDITOR
public bool _use;
public SPUM_SpriteEditManager _spriteEditor;
public List<SpriteSync> _syncList = new List<SpriteSync>();
public List<Vector3> _syncPos = new List<Vector3>();
void Update()
{
if(!_use)
{
if(_syncPos.Count > 0 )
{
SyncPivotInit();
}
}
}
public void SyncPivotInit()
{
for(var i = 0 ; i < _syncList.Count;i++)
{
_syncList[i].transform.position = new Vector3(_syncPos[i].x,_syncPos[i].y,0);
_syncList[i]._mySprite.sortingOrder = (int)(_syncPos[i].z);
}
}
public void SyncPivotDataFirst()
{
_syncPos.Clear();
SyncFistProcess(_syncList[0],_spriteEditor._spriteObj._hairList[0]);
SyncFistProcess(_syncList[1],_spriteEditor._spriteObj._hairList[3]);
SyncFistProcess(_syncList[2],_spriteEditor._spriteObj._hairList[1]);
SyncFistProcess(_syncList[3],_spriteEditor._spriteObj._clothList[0]);
SyncFistProcess(_syncList[4],_spriteEditor._spriteObj._clothList[2]);
SyncFistProcess(_syncList[5],_spriteEditor._spriteObj._clothList[1]);
SyncFistProcess(_syncList[6],_spriteEditor._spriteObj._pantList[1]);
SyncFistProcess(_syncList[7],_spriteEditor._spriteObj._pantList[0]);
SyncFistProcess(_syncList[8],_spriteEditor._spriteObj._armorList[0]);
SyncFistProcess(_syncList[9],_spriteEditor._spriteObj._armorList[2]);
SyncFistProcess(_syncList[10],_spriteEditor._spriteObj._armorList[1]);
SyncFistProcess(_syncList[11],_spriteEditor._spriteObj._weaponList[0]);
SyncFistProcess(_syncList[12],_spriteEditor._spriteObj._weaponList[1]);
SyncFistProcess(_syncList[13],_spriteEditor._spriteObj._weaponList[2]);
SyncFistProcess(_syncList[14],_spriteEditor._spriteObj._weaponList[3]);
SyncFistProcess(_syncList[15],_spriteEditor._spriteObj._backList[0]);
}
void SyncFistProcess(SpriteSync spriteSync, SpriteRenderer SP)
{
spriteSync.transform.position = SP.transform.position;
Vector3 tV = new Vector3(SP.transform.position.x,SP.transform.position.y,SP.sortingOrder*1f);
}
#endif
}