/*: * @plugindesc Separates all Windows on to different drawing layers as opposed to having them overwrite each other. * @author SumRndmDde * * @help * * Window Layers * Version 2.10 * SumRndmDde * * Make sure you are using RPG Maker MV 1.3.1 or above! * * Separates all Windows on to different drawing layers as * opposed to having them overwrite each other. * * It's plug-in and play! * * * ========================================================================== * End of Help File * ========================================================================== * * Welcome to the bottom of the Help file. * * * Thanks for reading! * If you have questions, or if you enjoyed this Plugin, please check * out my YouTube channel! * * https://www.youtube.com/c/SumRndmDde * * * Until next time, * ~ SumRndmDde */ /*:ja * @plugindesc 全てのウィンドウを別の描画レイヤーに分離します。 * @author SumRndmDde * * @help * 翻訳:ムノクラ * https://fungamemake.com/ * https://twitter.com/munokura/ * * 元プラグイン: http://sumrndm.site/window-layers/ * * * Window Layers * Version 2.10 * SumRndmDde * * RPGツクールMV1.3.1以上を使用していることを確認してください。 * * 全てのウィンドウを別の描画レイヤーに分離して、 * お互いに上書きさせるのではなく、別の描画レイヤーに分離します。 * * プラグインを入れるだけで動作します。 * * * ========================================================================== * ヘルプファイルの終わり * ========================================================================== * * ヘルプファイルの終わりへようこそ。 * * 読んでくれてありがとう! * 質問があったり、このプラグインを楽しめたら、 * 私のYouTubeチャンネルを登録してください!! * * https://www.youtube.com/c/SumRndmDde * * * 次の機会まで * ~ SumRndmDde */ var SRD = SRD || {}; SRD.WindowLayers = SRD.WindowLayers || {}; var Imported = Imported || {}; Imported["SumRndmDde Window Layers"] = 2.10; (function (_) { "use strict"; if (PIXI.Container) { WindowLayer.prototype.initialize = function () { PIXI.Container.call(this); this._width = 0; this._height = 0; this.interactive = false; }; WindowLayer.prototype.renderCanvas = PIXI.Container.prototype.renderCanvas; WindowLayer.prototype._canvasClearWindowRect = PIXI.Container.prototype._canvasClearWindowRect; WindowLayer.prototype.renderWebGL = PIXI.Container.prototype.renderWebGL; WindowLayer.prototype._maskWindow = PIXI.Container.prototype._maskWindow; } else { WindowLayer.prototype.initialize = function () { PIXI.DisplayObjectContainer.call(this); this._width = 0; this._height = 0; this.interactive = false; }; WindowLayer.prototype._renderCanvas = PIXI.DisplayObjectContainer.prototype._renderCanvas; WindowLayer.prototype._canvasClearWindowRect = PIXI.DisplayObjectContainer.prototype._canvasClearWindowRect; WindowLayer.prototype._renderWebGL = PIXI.DisplayObjectContainer.prototype._renderWebGL; WindowLayer.prototype._maskWindow = PIXI.DisplayObjectContainer.prototype._maskWindow; } })(SRD.WindowLayers);