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path: root/UnityCollection/Assets/Tools/EditorGUIHelper/Editor/InspectorExtends/MeshRendererInspector.cs
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using System;
using System.Reflection;
using UnityEngine;
using UnityEditor;

// չmeshrender editorʾ
// sortingLayer
// sortingOrder
// bounds
[CustomEditor(typeof(MeshRenderer), true)]
[CanEditMultipleObjects]
public class MeshRendererInspector : InspectorExt
{
    MeshRenderer renderer;

    bool s_ShowBounds = false;

    string s_BoundsIconPath = EditorGUIHelperSetUp.root + "Icons/bounds.png";
    GUIContent s_BoundsIcon;

    protected override string defaultEditorName => "UnityEditor.MeshRendererEditor, UnityEditor";

    public override void OnEnable()
    {
        base.OnEnable();
        renderer = target as MeshRenderer;
        Setup();
    }

    public override void OnDisable()
    {
        base.OnDisable();
        Setup();
    }

    void Setup()
    {
        s_ShowBounds = false;
        if(s_BoundsIcon == null)
            s_BoundsIcon = EditorGUIUtility.IconContent(s_BoundsIconPath);
    }

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

        if (BeginMore())
        {
            string sortingLayer = renderer.sortingLayerName;
            string[] layers = new string[SortingLayer.layers.Length];
            int index = 0;
            for (int i = 0; i < layers.Length; ++i)
            {
                layers[i] = SortingLayer.layers[i].name;
                if (sortingLayer == layers[i])
                    index = i;
            }
            index = EditorGUILayout.Popup("Sorting Layer", index, layers);
            renderer.sortingLayerName = layers[index];
            renderer.sortingOrder = EditorGUILayout.IntField("Sorting Order", renderer.sortingOrder);
            s_ShowBounds = EditorGUIHelper.ToggleButton("Show Bounds", s_ShowBounds, s_BoundsIcon);
        }
        EndMore();
    }

    public override void OnSceneGUI ()
    {
        base.OnSceneGUI();
        if (s_ShowBounds)
        {
            Vector3 center = renderer.bounds.center;
            float radius = renderer.bounds.extents.magnitude;
            Handles.color = Color.white;
            EditorHandlesHelper.WireCube(center, renderer.bounds.size, Color.blue);
            Handles.color = Color.white;
            EditorHandlesHelper.Label(center, "bounds:" + renderer.bounds.size,Color.blue);
        }
    }

}