Fix z-index. Pull up z-index to MeshBase.
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@@ -2,14 +2,13 @@
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using UnityEngine;
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namespace Cryville.Crtr.Components {
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public abstract class SpriteBase : SkinComponent {
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public abstract class SpriteBase : MeshBase {
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public SpriteBase() {
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SubmitProperty("bound", new op_set_bound(this));
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SubmitProperty("transparent", new PropOp.Boolean(v => transparent = v));
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SubmitProperty("pivot", new PropOp.Vector2(v => Pivot = v));
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SubmitProperty("scale", new PropOp.Vector2(v => Scale = v));
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SubmitProperty("ui", new PropOp.Boolean(v => UI = v));
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SubmitProperty("zindex", new PropOp.Integer(v => ZIndex = (short)v));
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}
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#pragma warning disable IDE1006
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@@ -27,8 +26,6 @@ namespace Cryville.Crtr.Components {
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}
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#pragma warning restore IDE1006
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protected MeshWrapper mesh = new MeshWrapper();
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protected override void OnDestroy() {
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mesh.Destroy();
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}
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@@ -82,21 +79,6 @@ namespace Cryville.Crtr.Components {
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if (da.x != 0) _scale.x = dp.x / da.x;
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if (da.y != 0) _scale.y = dp.z / da.y;
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}
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short _zindex;
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public short ZIndex {
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get {
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return _zindex;
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}
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set {
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_zindex = value;
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UpdateZIndex();
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}
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}
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protected void UpdateZIndex() {
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if (!mesh.Initialized) return;
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mesh.Renderer.sortingOrder = _zindex;
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}
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static readonly Quaternion uirot
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= Quaternion.Euler(new Vector3(-90, 0, 0));
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