public SettingParam() { this.isLive = true; this.obj = null; this.depth = -1.0f; this.cullingMask = CULLING_MASK.Nothing; }
public SettingParam(GameObject _gameObject, float _depth, CULLING_MASK _cullingMask, bool _isLive) { this.isLive = _isLive; this.obj = _gameObject; this.depth = _depth; this.cullingMask = _cullingMask; }
public static int ToCullingMaskInt(this CULLING_MASK _cullingMask) { switch (_cullingMask) { case CULLING_MASK.Nothing: return(0); case CULLING_MASK.Everything: return(-1); case CULLING_MASK.Default: return((int)Mathf.Pow(2, 0)); case CULLING_MASK.TransparentFX: return((int)Mathf.Pow(2, 1)); case CULLING_MASK.IgnoreRaycast: return((int)Mathf.Pow(2, 2)); case CULLING_MASK.Water: return((int)Mathf.Pow(2, 4)); case CULLING_MASK.UI: return((int)Mathf.Pow(2, 5)); case CULLING_MASK.PostProcessing: return((int)Mathf.Pow(2, 8)); case CULLING_MASK.Enemy: return((int)Mathf.Pow(2, 9)); case CULLING_MASK.Player: return((int)Mathf.Pow(2, 10)); case CULLING_MASK.EnemyBullet: return((int)Mathf.Pow(2, 11)); case CULLING_MASK.PlayerBullet: return((int)Mathf.Pow(2, 12)); case CULLING_MASK.Stage: return((int)Mathf.Pow(2, 13)); case CULLING_MASK.userLayer14: return((int)Mathf.Pow(2, 14)); case CULLING_MASK.userLayer15: return((int)Mathf.Pow(2, 15)); case CULLING_MASK.userLayer16: return((int)Mathf.Pow(2, 16)); case CULLING_MASK.userLayer17: return((int)Mathf.Pow(2, 17)); case CULLING_MASK.userLayer18: return((int)Mathf.Pow(2, 18)); case CULLING_MASK.userLayer19: return((int)Mathf.Pow(2, 19)); case CULLING_MASK.userLayer20: return((int)Mathf.Pow(2, 20)); case CULLING_MASK.userLayer21: return((int)Mathf.Pow(2, 21)); case CULLING_MASK.userLayer22: return((int)Mathf.Pow(2, 22)); case CULLING_MASK.userLayer23: return((int)Mathf.Pow(2, 23)); case CULLING_MASK.userLayer24: return((int)Mathf.Pow(2, 24)); case CULLING_MASK.userLayer25: return((int)Mathf.Pow(2, 25)); case CULLING_MASK.userLayer26: return((int)Mathf.Pow(2, 26)); case CULLING_MASK.userLayer27: return((int)Mathf.Pow(2, 27)); case CULLING_MASK.userLayer28: return((int)Mathf.Pow(2, 28)); case CULLING_MASK.userLayer29: return((int)Mathf.Pow(2, 29)); case CULLING_MASK.userLayer30: return((int)Mathf.Pow(2, 30)); case CULLING_MASK.userLayer31: return((int)Mathf.Pow(2, 31)); } return(0); }
public static int ToLayerInt(this CULLING_MASK _cullingMask) { switch (_cullingMask) { case CULLING_MASK.Default: return(0); case CULLING_MASK.TransparentFX: return(1); case CULLING_MASK.IgnoreRaycast: return(2); case CULLING_MASK.Water: return(4); case CULLING_MASK.UI: return(5); case CULLING_MASK.PostProcessing: return(8); case CULLING_MASK.Enemy: return(9); case CULLING_MASK.Player: return(10); case CULLING_MASK.EnemyBullet: return(11); case CULLING_MASK.PlayerBullet: return(12); case CULLING_MASK.Stage: return(13); case CULLING_MASK.userLayer14: return(14); case CULLING_MASK.userLayer15: return(15); case CULLING_MASK.userLayer16: return(16); case CULLING_MASK.userLayer17: return(17); case CULLING_MASK.userLayer18: return(18); case CULLING_MASK.userLayer19: return(19); case CULLING_MASK.userLayer20: return(20); case CULLING_MASK.userLayer21: return(21); case CULLING_MASK.userLayer22: return(22); case CULLING_MASK.userLayer23: return(23); case CULLING_MASK.userLayer24: return(24); case CULLING_MASK.userLayer25: return(25); case CULLING_MASK.userLayer26: return(26); case CULLING_MASK.userLayer27: return(27); case CULLING_MASK.userLayer28: return(28); case CULLING_MASK.userLayer29: return(29); case CULLING_MASK.userLayer30: return(30); case CULLING_MASK.userLayer31: return(31); } return(-1); }