Example #1
0
 public SettingParam()
 {
     this.isLive      = true;
     this.obj         = null;
     this.depth       = -1.0f;
     this.cullingMask = CULLING_MASK.Nothing;
 }
Example #2
0
 public SettingParam(GameObject _gameObject, float _depth, CULLING_MASK _cullingMask, bool _isLive)
 {
     this.isLive      = _isLive;
     this.obj         = _gameObject;
     this.depth       = _depth;
     this.cullingMask = _cullingMask;
 }
Example #3
0
    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);
    }
Example #4
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);
    }