Ejemplo n.º 1
0
 private void Awake()
 {
     if (!GetComponent <GraphicRaycaster>())
     {
         gameObject.AddComponent <GraphicRaycaster>();
     }
     barCanvas = GetComponent <Canvas>();
     barCanvas.overrideSorting = true;
     barCanvas.sortingLayerID  = SortingLayer.NameToID("UI");
     cancel.onClick.AddListener(Cancel);
 }
Ejemplo n.º 2
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        protected override void InitializeView(GameEntity entity)
        {
            spriteRenderer.sortingLayerName = BubbleLayer;
            shadow.sortingLayerName         = BubbleLayer;
            bubbleNumber.sortingLayerID     = SortingLayer.NameToID(BubbleLayer);

            shadow.sortingOrder         = ShadowOrder;
            spriteRenderer.sortingOrder = BubbleOrder;
            bubbleNumber.sortingOrder   = BubbleNumberOrder;
            trail.enabled = false;
        }
Ejemplo n.º 3
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    private void Awake()
    {
        animator     = gameObject.GetComponent <Animator>();
        registerTile = gameObject.GetComponent <RegisterDoor>();

        closedLayer        = LayerMask.NameToLayer("Door Closed");
        closedSortingLayer = SortingLayer.NameToID("Doors Open");
        openLayer          = LayerMask.NameToLayer("Door Open");
        openSortingLayer   = SortingLayer.NameToID("Doors Closed");
        SetLayer(openLayer, openSortingLayer);
    }
Ejemplo n.º 4
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        private static int RaycastComparer(RaycastResult lhs, RaycastResult rhs)
        {
            if (lhs.module != rhs.module)
            {
                if (lhs.module.eventCamera != null && rhs.module.eventCamera != null && lhs.module.eventCamera.depth != rhs.module.eventCamera.depth)
                {
                    // need to reverse the standard compareTo
                    if (lhs.module.eventCamera.depth < rhs.module.eventCamera.depth)
                    {
                        return(1);
                    }
                    if (lhs.module.eventCamera.depth == rhs.module.eventCamera.depth)
                    {
                        return(0);
                    }
                    return(-1);
                }

                if (lhs.module.sortOrderPriority != rhs.module.sortOrderPriority)
                {
                    return(rhs.module.sortOrderPriority.CompareTo(lhs.module.sortOrderPriority));
                }

                if (lhs.module.renderOrderPriority != rhs.module.renderOrderPriority)
                {
                    return(rhs.module.renderOrderPriority.CompareTo(lhs.module.renderOrderPriority));
                }
            }

            if (lhs.sortingLayer != rhs.sortingLayer)
            {
                // Uses the layer value to properly compare the relative order of the layers.
                var rid = SortingLayer.GetLayerValueFromID(rhs.sortingLayer);
                var lid = SortingLayer.GetLayerValueFromID(lhs.sortingLayer);
                return(rid.CompareTo(lid));
            }

            if (lhs.sortingOrder != rhs.sortingOrder)
            {
                return(rhs.sortingOrder.CompareTo(lhs.sortingOrder));
            }

            if (!Mathf.Approximately(lhs.distance, rhs.distance))
            {
                return(lhs.distance.CompareTo(rhs.distance));
            }

            if (lhs.depth != rhs.depth)
            {
                return(rhs.depth.CompareTo(lhs.depth));
            }

            return(lhs.index.CompareTo(rhs.index));
        }
Ejemplo n.º 5
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 public void PassAboveUI(bool isEnabled)
 {
     if (isEnabled)
     {
         spriteRenderer.sortingLayerID = SortingLayer.NameToID("AboveUI");
     }
     else
     {
         spriteRenderer.sortingLayerID = SortingLayer.NameToID("Cell");
     }
 }
Ejemplo n.º 6
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        private void CreatePlayer(AvatarState avatarState)
        {
            _player = PlayerFactory.Create(avatarState).GetComponent <Player>();
            _player.Set(avatarState);
            _player.transform.SetParent(avatarPosition);
            _player.transform.localPosition = Vector3.zero;

            var orderInLayer = MainCanvas.instance.GetLayer(WidgetType).root.sortingOrder + 1;

            _player.SetSortingLayer(SortingLayer.NameToID("UI"), orderInLayer);
        }
Ejemplo n.º 7
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    public void AddObject(eTileLayer layer, MapObject mapObject)
    {
        List <MapObject> mapObjectList = _mapObjectMap[(int)layer];

        int sortingID    = SortingLayer.NameToID(layer.ToString());
        int sortingOrder = mapObjectList.Count;

        mapObject.SetSortingOrder(sortingID, sortingOrder);
        mapObject.SetPosition(_position);
        mapObjectList.Add(mapObject);
    }
Ejemplo n.º 8
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    public void SetBKeyLabel(string label, Color c)
    {
        TextMeshPro tp = bkTextObj.GetComponent <TextMeshPro> ();

        tp.sortingLayerID = SortingLayer.NameToID("MarkerText");
        tp.sortingOrder   = 2;

        tp.SetText(label);

        tp.color = c;
    }
Ejemplo n.º 9
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 public virtual void SetSpriteLayer(bool anchoredLayer)
 {
     if (anchoredLayer)
     {
         spriteRenderer.sortingLayerID = SortingLayer.NameToID("Objects");
     }
     else
     {
         spriteRenderer.sortingLayerID = SortingLayer.NameToID("Items");
     }
 }
Ejemplo n.º 10
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        // Use this for initialization
        void Start()
        {
            SortingLayerID = SortingLayer.GetLayerValueFromName("Default");
            Renderer renderer = this.gameObject.GetComponent <Renderer>();

            if (renderer != null)
            {
                renderer.sortingOrder   = SortLayer;
                renderer.sortingLayerID = SortingLayerID;
            }
        }
Ejemplo n.º 11
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    public void SetMarkerLabel(string label, Color c)
    {
        TextMeshPro tp = GetComponentInChildren <TextMeshPro> ();

        tp.sortingLayerID = SortingLayer.NameToID("MarkerText");
        tp.sortingOrder   = 0;

        tp.SetText(label);

        tp.color = c;
    }
Ejemplo n.º 12
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    private void Awake()
    {
        // Initialize animator and Register Door components
        animator     = gameObject.GetComponent <Animator>();
        registerTile = gameObject.GetComponent <RegisterDoor>();

        closedLayer        = LayerMask.NameToLayer("Door Closed");
        closedSortingLayer = SortingLayer.NameToID("Doors Open");
        openLayer          = LayerMask.NameToLayer("Door Open");
        openSortingLayer   = SortingLayer.NameToID("Doors Closed");
    }
Ejemplo n.º 13
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        private static void Initialize()
        {
            if (s_IsInitialized)
            {
                return;
            }
            s_IsInitialized = true;

            s_PlayerShots = SortingLayer.NameToID(nameof(PlayerShots));
            s_EnemyShots  = SortingLayer.NameToID(nameof(EnemyShots));
        }
Ejemplo n.º 14
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        private SpriteRenderer CreateLineSpriteRenderer()
        {
            var lineObject = new GameObject();

            lineObject.transform.parent = gameObject.transform;
            var lineObjectSpriteRenderer = lineObject.AddComponent <SpriteRenderer>();

            lineObjectSpriteRenderer.sprite         = WhitePixel;
            lineObjectSpriteRenderer.color          = Color.blue;
            lineObjectSpriteRenderer.sortingLayerID = SortingLayer.NameToID("TileHighlighting");
            return(lineObjectSpriteRenderer);
        }
        private void Awake()
        {
            m_Animator = gameObject.GetComponentInChildren <Animator>();
            m_Animator.SetFloat("Dir_x", m_Facing.x);
            m_Animator.SetFloat("Dir_y", m_Facing.y);

            m_Renderer = gameObject.GetComponentInChildren <SpriteRenderer>();
            var sortingLayerId = SortingLayer.NameToID("OnGround");

            Assert.IsFalse(sortingLayerId == 0, "Add sorting layer 'On Ground' to Tags and Layers. Sprite will not sort correctly without it.");
            m_Renderer.sortingLayerID = sortingLayerId;
        }
Ejemplo n.º 16
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        void Awake()
        {
            _levelData = GameManager.Instance.LevelData;

            _moveCount = 0;

            int count = _levelData.GetWaveCount();

            _waveBar = GameManager.Instance.Definitions.HudWaveBar.GetComponentInChildren <SpriteSlider>();
            SpriteRenderer r             = _waveBar.renderer as SpriteRenderer;
            Bounds         waveBarBounds = r.bounds;

            _waveBar.sliderValue = 0;

            int        actualMoves  = 0;
            GameObject waveTemplate = GameManager.Instance.Definitions.HudWave;
            Vector3    pos          = waveTemplate.transform.position;
            Vector3    scale        = waveTemplate.transform.localScale;

            waveTemplate.SetActive(false);
            _waves = new Wave[count];
            for (int i = 0; i < count; i++)
            {
                GameObject go = (GameObject)Instantiate(waveTemplate);
                _waves[i]._main = go;

                go.SetActive(true);
                go.name             = "Wave" + i;
                go.transform.parent = waveTemplate.transform.parent;

                LevelData.WaveInfo wi = _levelData.GetWaveInfo(i);
                actualMoves            += wi._moves;
                go.transform.position   = new Vector3(-waveBarBounds.extents.x + waveBarBounds.extents.x * 2 * actualMoves / _levelData.GetTotalMoves(), pos.y, pos.z);
                go.transform.localScale = scale;

                ShadowLabel label = go.GetComponentInChildren <ShadowLabel>();

                /*string str = "";
                 * for(int j = 0; j < wi._count; j++)
                 *      str += "!";
                 * label.text = str;*/
                label.text = "x" + wi._count.ToString();

                _waves[i]._portrait = go.transform.FindChild("Portrait");
                GameObject goEnemy = GameObject.Instantiate(_levelData.GetEnemyInfo(wi._enemyType)._prefab) as GameObject;
                goEnemy.transform.parent        = _waves[i]._portrait;
                goEnemy.transform.localPosition = Vector3.zero;
                goEnemy.transform.localRotation = Quaternion.identity;
                SortingLayer.ForceLayerID(goEnemy, "HUDBack");

                _waves[i]._enemy = goEnemy;
            }
        }
Ejemplo n.º 17
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        public void OnTargetSortingLayers(SerializedObject serializedObject, Object[] targets, GUIContent labelContent)
        {
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel(labelContent);

            GUIContent selectedLayers;

            if (m_ApplyToSortingLayersList.Count == 1)
            {
                selectedLayers = new GUIContent(SortingLayer.IDToName(m_ApplyToSortingLayersList[0]));
            }
            else if (m_ApplyToSortingLayersList.Count == m_AllSortingLayers.Length)
            {
                selectedLayers = Styles.sortingLayerAll;
            }
            else if (m_ApplyToSortingLayersList.Count == 0)
            {
                selectedLayers = Styles.sortingLayerNone;
            }
            else
            {
                selectedLayers = Styles.sortingLayerMixed;
            }

            bool buttonDown = EditorGUILayout.DropdownButton(selectedLayers, FocusType.Keyboard, EditorStyles.popup);

            if (Event.current.type == EventType.Repaint)
            {
                m_SortingLayerDropdownRect = GUILayoutUtility.GetLastRect();
            }

            if (buttonDown)
            {
                GenericMenu menu = new GenericMenu();
                menu.allowDuplicateNames = true;

                LayerSelectionData layerSelectionData = new LayerSelectionData(serializedObject, 0, targets);
                menu.AddItem(Styles.sortingLayerNone, m_ApplyToSortingLayersList.Count == 0, OnNoSortingLayerSelected, layerSelectionData);
                menu.AddItem(Styles.sortingLayerAll, m_ApplyToSortingLayersList.Count == m_AllSortingLayers.Length, OnAllSortingLayersSelected, layerSelectionData);
                menu.AddSeparator("");

                for (int i = 0; i < m_AllSortingLayers.Length; ++i)
                {
                    var sortingLayer = m_AllSortingLayers[i];
                    layerSelectionData = new LayerSelectionData(serializedObject, sortingLayer.id, targets);
                    menu.AddItem(m_AllSortingLayerNames[i], m_ApplyToSortingLayersList.Contains(sortingLayer.id), OnSortingLayerSelected, layerSelectionData);
                }

                menu.DropDown(m_SortingLayerDropdownRect);
            }

            EditorGUILayout.EndHorizontal();
        }
Ejemplo n.º 18
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 private void Awake()
 {
     collider2D         = GetComponent <Collider2D>();
     collider2D.enabled = false;
     staticPos          = transform.position;
     index = transform.position.z;
     if (sceneDragSortLayerId == 0)
     {
         sceneDragSortLayerId = SortingLayer.NameToID("DragedScene");
     }
     splitScenes.Add(this);
 }
Ejemplo n.º 19
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    public void SyncSortingLayer()
    {
        if (false == EnableSyncLayer)
        {
            return;
        }

        if (InheritedLayer)
        {
            Canvas parentCanvas = this.GetComponentInParent <Canvas>();
            OverrideSortingLayerId   = null != parentCanvas ? parentCanvas.sortingLayerID : SortingLayer.NameToID("Default");
            OverrideSortingLayerName = SortingLayer.IDToName(OverrideSortingLayerId);
        }

        int sortingOrderValue = SortingOrder;

        if (SetSortingOrder && RelativeSortingOrder)
        {
            int      baseSortingOrderValue = 0;
            Canvas[] parentCanvas          = this.GetComponentsInParent <Canvas>();
            Canvas   tempCanvas;
            for (int i = 0, count = parentCanvas.Length; i < count; i++)
            {
                tempCanvas = parentCanvas[i];
                if (tempCanvas.gameObject == this.gameObject)
                {
                    continue;
                }

                if (false == tempCanvas.isRootCanvas && false == tempCanvas.overrideSorting)
                {
                    continue;
                }
                if (false == tempCanvas.isRootCanvas && tempCanvas.sortingLayerID != OverrideSortingLayerId)
                {
                    continue;
                }

                baseSortingOrderValue = tempCanvas.sortingOrder;
                break;
            }
            sortingOrderValue = baseSortingOrderValue + SortingOrder;
        }

        if (false == SortingLayer.IsValid(OverrideSortingLayerId))
        {
            DYLogger.LogError("SyncSortingLayer fail, get unvalid sortinglayer " + OverrideSortingLayerName);
            return;
        }

        Util.SetGameObjectSortingLayer(this.gameObject, OverrideSortingLayerId, IgnoreHigherLayer, SetSortingOrder, sortingOrderValue, RaycastTarget);
    }
Ejemplo n.º 20
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        bool CompareOrder(SpriteRenderer renderer, TouchDownSubscriber subscriber)
        {
            int rendererLayerValue   = SortingLayer.GetLayerValueFromID(renderer.sortingLayerID);
            int subscriberLayerValue = subscriber.sortingLayerValue;
            int layerCompare         = rendererLayerValue.CompareTo(subscriberLayerValue);

            if (layerCompare == 0)
            {
                return(renderer.sortingOrder.CompareTo(subscriber.sortingOrder) > 0);
            }

            return(layerCompare > 0);
        }
Ejemplo n.º 21
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        public static int CompareTo(this SpriteRenderer self, SpriteRenderer other)
        {
            int selfLayer    = SortingLayer.GetLayerValueFromID(self.sortingLayerID);
            int otherLayer   = SortingLayer.GetLayerValueFromID(other.sortingLayerID);
            int layerCompare = selfLayer.CompareTo(otherLayer);

            if (layerCompare == 0)
            {
                return(self.sortingOrder.CompareTo(other.sortingOrder));
            }

            return(layerCompare);
        }
Ejemplo n.º 22
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    private void Awake()
    {
        pooledIndex = -1;
        meshFilterOfVisualObject = GetComponent <MeshFilter>();
        meshRenderer             = GetComponent <MeshRenderer>();
        material = meshRenderer.material;

        meshRenderer.sortingLayerID = SortingLayer.NameToID("Ground");
        meshRenderer.sortingOrder   = sortingLayerSet;

        AssignBasicMeshValue();
        ImplementMeshValue();
    }
Ejemplo n.º 23
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    private void Awake() {
        itemMeshFilter = GetComponent<MeshFilter>();
        itemMeshRenderer = GetComponent<MeshRenderer>();

        itemMeshRenderer.sortingLayerID = SortingLayer.NameToID("Player");
        itemMeshRenderer.sortingOrder = 20;
        intervalTime = intervalTimeOrigin;
        meshPosition = Vector3.zero;

        AssignBasicQuadMeshValue();
        UpdateQuad(meshPosition, 0, quadSize);
        ImplementQuadMeshValue();
    }
Ejemplo n.º 24
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    public void PassAboveUI(bool enabled)
    {
        isAboveUI = enabled;

        if (enabled)
        {
            sortingGroup.sortingLayerID = SortingLayer.NameToID("AboveUI");
        }
        else
        {
            sortingGroup.sortingLayerID = SortingLayer.NameToID("Ball");
        }
    }
Ejemplo n.º 25
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    void Awake()
    {
        if (predictionType == predictionMode.Prediction2D)
        {
            rb2 = GetComponent <Rigidbody2D>();
        }
        else
        {
            rb = GetComponent <Rigidbody>();
        }

        lineSortingLayer = SortingLayer.NameToID(lineSortingLayerName);
    }
Ejemplo n.º 26
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 /// <summary>
 /// Subscribes to all connectors
 /// </summary>
 void Start()
 {
     m_initialPosition = transform.position;
     m_rigidbody       = GetComponent <Rigidbody2D>();
     m_renderer        = GetComponent <SpriteRenderer>();
     m_pathRenderer    = FindObjectOfType <PathRenderer>();
     m_defaultLayer    = m_renderer.sortingLayerID;
     m_fallingLayer    = SortingLayer.NameToID("PlayerFalling");
     if (m_pathRenderer == null)
     {
         Debug.LogWarning("WARNING! Player is missing reference to path renderer");
     }
 }
Ejemplo n.º 27
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 //TileRenders are always Initialize-initialized.
 protected void Initialize(ITransformHandler locationer, TiledRenderCfg cfg, Material material, bool is_static,
                           bool isPlayer)
 {
     locater  = locationer;
     parented = locater.HasParent();
     isStatic = is_static;
     material.enableInstancing = false; //Instancing doesn't work with this, and it has overhead, so disable it.
     render.sharedMaterial     = material;
     render.sortingOrder       = renderCounter++;
     render.sortingLayerID     = SortingLayer.NameToID(isPlayer ? cfg.playerSortingLayer : cfg.sortingLayer);
     DontUpdateTimeAfter       = cfg.dontUpdateTimeAfter;
     //mr.GetPropertyBlock(pb);
 }
Ejemplo n.º 28
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    void Awake()
    {
        sprite = GetComponent <SpriteRenderer>();

        if (!SpritePivotAlignment.GetSpriteAlignment(gameObject).Equals(SpriteAlignment.TopRight))
        {
            Debug.LogError("You forgot change the sprite pivot to Top Right.");
        }

        Vector2 spriteSize_wu = new Vector2(sprite.bounds.size.x / transform.localScale.x, sprite.bounds.size.y / transform.localScale.y);
        Vector3 scale         = new Vector3(1.0f, 1.0f, 1.0f);

        if (0.0f != gridX)
        {
            float width_wu = sprite.bounds.size.x / gridX;
            scale.x         = width_wu / spriteSize_wu.x;
            spriteSize_wu.x = width_wu;
        }

        if (0.0f != gridY)
        {
            float height_wu = sprite.bounds.size.y / gridY;
            scale.y         = height_wu / spriteSize_wu.y;
            spriteSize_wu.y = height_wu;
        }

        GameObject childPrefab = new GameObject();

        SpriteRenderer childSprite = childPrefab.AddComponent <SpriteRenderer>();

        childPrefab.transform.position = transform.position;
        childSprite.sprite             = sprite.sprite;
        childSprite.sortingLayerID     = SortingLayer.NameToID("Background");
        childSprite.sortingOrder       = 5;

        GameObject child;

        for (int i = 0, h = (int)Mathf.Round(sprite.bounds.size.y); i *spriteSize_wu.y < h; i++)
        {
            for (int j = 0, w = (int)Mathf.Round(sprite.bounds.size.x); j *spriteSize_wu.x < w; j++)
            {
                child = Instantiate(childPrefab) as GameObject;
                child.transform.position   = transform.position - (new Vector3(spriteSize_wu.x * j, spriteSize_wu.y * i, 0));
                child.transform.localScale = scale;
                child.transform.parent     = transform;
            }
        }

        Destroy(childPrefab);
        sprite.enabled = false;         // Disable this SpriteRenderer and let the prefab children render themselves
    }
    protected virtual void Update()
    {
        if (_isInAir)
        {
            if (_afterThrowCounter > 0)
            {
                _afterThrowCounter -= Time.deltaTime;
            }
            // If we've been in the air long enough, need to check if it's time to consider ourself "on the ground"
            else if (_body.velocity.magnitude <= onGroundThreshold)
            {
                _body.velocity = Vector2.zero;
                if (_afterThrowCounter <= 0 && _tileThatThrewUs != null && _tileThatThrewUs.GetComponent <Collider2D>() != null)
                {
                    Physics2D.IgnoreCollision(_tileThatThrewUs.GetComponent <Collider2D>(), _collider, false);
                }
                _body.collisionDetectionMode = CollisionDetectionMode2D.Discrete;
                _collider.isTrigger          = true;
                addTag(TileTags.CanBeHeld);
                _isInAir = false;
                print("landed");
            }
        }

        if (!_isInAir && has_been_thrown)
        {
            print("spawning hole");
            GameObject room     = transform.parent.gameObject;
            Vector2    grid_c   = toGridCoord(localX, localY);
            Tile       new_hole = spawnTile(sand_prefab, room.transform, (int)grid_c.x, (int)grid_c.y);
            //new_hole.transform.SetPositionAndRotation(new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity);
            new_hole.sprite.sortingLayerID = SortingLayer.NameToID("Floor");
            die();
        }


        if (_tileHoldingUs != null)
        {
            // We aim the rock behind us.
            _sprite.transform.localPosition = new Vector3(-0.5f, 0, 0);
            float aimAngle = Mathf.Atan2(_tileHoldingUs.aimDirection.y, _tileHoldingUs.aimDirection.x) * Mathf.Rad2Deg;
            transform.localRotation = Quaternion.Euler(0, 0, aimAngle);
        }
        else
        {
            _sprite.transform.localPosition = Vector3.zero;
        }


        updateSpriteSorting();
    }
Ejemplo n.º 30
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        /// <summary>
        /// return 1 means lhs > rhs, so lhs will be AFTER rhs
        /// DESCENT order by depth/sortOrderPriority/sortingLayer/sortingOrder/depth/distance
        /// </summary>
        /// <param name="lhs"></param>
        /// <param name="rhs"></param>
        /// <returns></returns>
        private static int RaycastComparer(RaycastResult lhs, RaycastResult rhs)
        {
            if (lhs.module != rhs.module)
            {
                if (lhs.module.eventCamera != null && rhs.module.eventCamera != null &&
                    lhs.module.eventCamera.depth != rhs.module.eventCamera.depth)
                {
/*
 *                  if (lhs.module.eventCamera.depth < rhs.module.eventCamera.depth)
 *                      return 1;
 *                  if (lhs.module.eventCamera.depth == rhs.module.eventCamera.depth)
 *                      return 0;
 *                  return -1;
 */
                    // descent order with depth
                    return(rhs.module.eventCamera.depth.CompareTo(lhs.module.eventCamera.depth));
                }

                if (lhs.module.sortOrderPriority != rhs.module.sortOrderPriority)
                {
                    return(rhs.module.sortOrderPriority.CompareTo(lhs.module.sortOrderPriority));
                }
                if (lhs.module.renderOrderPriority != rhs.module.renderOrderPriority)
                {
                    return(rhs.module.renderOrderPriority.CompareTo(lhs.module.renderOrderPriority));
                }
            }

            if (lhs.sortingLayer != rhs.sortingLayer)
            {
                var rid = SortingLayer.GetLayerValueFromID(rhs.sortingLayer);
                var lid = SortingLayer.GetLayerValueFromID(lhs.sortingLayer);
                return(rid.CompareTo(lid));
            }

            if (lhs.sortingOrder != rhs.sortingOrder)
            {
                return(rhs.sortingOrder.CompareTo(lhs.sortingOrder));
            }

            if (lhs.depth != rhs.depth)
            {
                return(rhs.depth.CompareTo(lhs.depth));
            }

            if (lhs.distance != rhs.distance)
            {
                return(rhs.distance.CompareTo(lhs.distance));
            }
            return(lhs.index.CompareTo(rhs.index));
        }
Ejemplo n.º 31
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 public void SetSortingLayer(SortingLayer layer)
 {
     SetSortingLayerName(transform, layers[(int)layer].sortingLayerName);
     Vector3 pos = transform.localPosition;
     pos.z = layers[(int)layer].zValue;
     transform.localPosition = pos;
 }
Ejemplo n.º 32
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 public void SortAllDeepFrom(SortingLayer sortingLayer)
 {
     SetDeepStaticOrder(gameObject, sortingLayer.SortingLayerId);
     SetDeepDeltaOrder(gameObject, sortingLayer.SortingOrder);
 }