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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(MeshRenderer))]
public class MeshRendererEditor : Editor
{
MeshRenderer meshRenderer;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
meshRenderer = target as MeshRenderer;
string[] layerNames = new string[SortingLayer.layers.Length];
for (int i = 0; i < SortingLayer.layers.Length; i++)
layerNames[i] = SortingLayer.layers[i].name;
int layerValue = SortingLayer.GetLayerValueFromName(meshRenderer.sortingLayerName);
layerValue = EditorGUILayout.Popup("Sorting Layer", layerValue, layerNames);
GUI.changed = false;
SortingLayer layer = SortingLayer.layers[layerValue];
meshRenderer.sortingLayerName = layer.name;
meshRenderer.sortingLayerID = layer.id;
meshRenderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", meshRenderer.sortingOrder);
if (GUI.changed)
{
EditorUtility.SetDirty(meshRenderer);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}
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