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既存のUnityの設定を複製する時に、UnityLayerとのCollision設定も行われるようにした。
1 parent 58ee5f0 commit 464e5ce

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6 files changed

+5
-7
lines changed

6 files changed

+5
-7
lines changed

Assets/PhysicsLayers/Editor/LayersManagerInspector.Drawers.cs

-3
Original file line numberDiff line numberDiff line change
@@ -11,9 +11,6 @@ namespace a3geek.PhysicsLayers.Editors
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public partial class LayersManagerInspector
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{
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//private List<bool> collInfosFolders = new List<bool>();
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private void DrawPhysicsLayers(Dictionary<int, string> layers)
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{
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EditorGUI.indentLevel += 1;

Assets/PhysicsLayers/Editor/LayersManagerInspector.FolderInfos.cs

+1-1
Original file line numberDiff line numberDiff line change
@@ -14,7 +14,7 @@ public partial class LayersManagerInspector
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private class CollInfosFolders
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{
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public bool collision = true;
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public bool unityLayer = false;
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public bool unityLayer = true;
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public bool physicsLayer = true;
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}
2020

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Assets/PhysicsLayers/Scripts/LayersManager.Menus.cs

+3-2
Original file line numberDiff line numberDiff line change
@@ -31,7 +31,7 @@ private void CloneFromPhysics()
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out layersDic,
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out collsDic
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);
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this.Clone(layersDic, collsDic);
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}
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@@ -89,12 +89,13 @@ private void GetCloneInfos(Func<int, int, bool> getIgnore, out LayersDic layersD
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var keys = new List<int>(layersDic.Keys).Select((key, index) => new { key, index });
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foreach(var layerID1 in keys)
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{
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var index1 = layerID1.index + +UnityLayerCount;
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var index1 = layerID1.index + UnityLayerCount;
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collsDic.Add(index1, new Dictionary<int, bool>());
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foreach(var layerID2 in keys)
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{
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collsDic[index1].Add(layerID2.index + UnityLayerCount, !getIgnore(layerID1.key, layerID2.key));
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collsDic[index1].Add(layerID2.key, !getIgnore(layerID1.key, layerID2.key));
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}
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}
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Assets/PhysicsLayers/Version.txt

+1-1
Original file line numberDiff line numberDiff line change
@@ -1 +1 @@
1-
2.1.0
1+
2.2.0

ProjectSettings/TagManager.asset

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