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using UnityEngine;
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using UnityEditor;
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[CustomEditor(typeof(SkinnedMeshRenderer))]
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public class MeshRendererEditor : Editor
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{
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SkinnedMeshRenderer skinnedMeshRenderer;
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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skinnedMeshRenderer = target as SkinnedMeshRenderer;
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string[] layerNames = new string[SortingLayer.layers.Length];
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for (int i = 0; i < SortingLayer.layers.Length; i++)
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layerNames[i] = SortingLayer.layers[i].name;
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int layerValue = SortingLayer.GetLayerValueFromID(skinnedMeshRenderer.sortingLayerID);
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layerValue = EditorGUILayout.Popup("Sorting Layer", layerValue, layerNames);
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SortingLayer layer = SortingLayer.layers[layerValue];
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skinnedMeshRenderer.sortingLayerName = layer.name;
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skinnedMeshRenderer.sortingLayerID = layer.id;
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skinnedMeshRenderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", skinnedMeshRenderer.sortingOrder);
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}
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}
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