private void Start() { if (fixRandomSeed) { Random.InitState(42); } UICanvas = GameObject.Find("UICanvas"); CardOperator = GetComponent <CardManager>(); VfxOperator = GetComponent <VfxManager>(); EnemyOperator = GetComponent <EnemyManager>(); AnimationOperator = GetComponent <AnimationManager>(); SortOrderOperator = GetComponent <SortOrderManager>(); BattleOperator = GetComponent <BattleManager>(); AfterBattleRewardOperator = GetComponent <AfterBattleRewardManager>(); // Global Links GameOperator = FindObjectOfType <GameManager>(); UserOperator = FindObjectOfType <UserManager>(); switch (sceneType) { case SceneType.Battle: StartCoroutine(BattleOperator.ContinueAfterLoadScene()); break; case SceneType.AfterBattleReward: StartCoroutine(AfterBattleRewardOperator.ContinueAfterLoadScene()); break; } }
/* * private void Update() * { * var ability = GetComponent<MetaData>().ability; * effectDescription.Update(ability.effectList, * Game.Ctx.CardOperator.pilePlay.Count(), * Game.Ctx.CardOperator.pileDiscard * .GetStrategyTypeCards(StrategyType.Deceiver).Count, * Game.Ctx.CardOperator.pileHand.Count()); * * buffDescription.Update(ability.buffEffectList, * Game.Ctx.CardOperator.pilePlay.Count()); * } * * private void LateUpdate() * { * cardText.text = Text(); * } */ public void SetOrder() { SortOrderManager soM = Game.Ctx.SortOrderOperator; int sortOrder = soM.GetSortOrder(); var canvas = GetComponent <Canvas>(); var sg = GetComponent <SortingGroup>(); canvas.sortingLayerName = "Card"; canvas.sortingOrder = sortOrder; sg.sortingLayerName = "Card"; sg.sortingOrder = sortOrder; // bgSprite.sortingOrder = sortOrder; soM.GetSortOrder(); borderSprite.sortingOrder = sortOrder; // sortOrder = Game.Ctx.VfxOperator.GetSortOrder(); // attRenderer.sortingOrder = sortOrder; // strRenderer.sortingOrder = sortOrder; }