void Update() { // if not static geometry always execute // if static - execute only in editor if (isStaticGeometry && !Application.isEditor) { return; } int level = (int)(-transform.position.y * 100 + transform.position.z * 49); if (useSpriteRenderer) { spriteRenderer = spriteRenderer ?? GetComponent <SpriteRenderer>(); spriteRenderer.sortingOrder = level; } else { sortingGroup = sortingGroup ?? GetComponent <SortingGroup>(); sortingGroup.sortingOrder = level; } // Debug.Log("IsometricSorting " + this + " order: " + level); }
public void SetChildrenShouldRunWithoutRaise(bool?shouldRun) { foreach (var ex in SortingGroup.Select(sg => sg as IExcludable)) { ex.SetChildrenShouldRunWithoutRaise(shouldRun); } }
private void Awake() { rb = GetComponent <Rigidbody2D>(); sgroup = GetComponent <SortingGroup>(); spriteBoundsY = GetComponent <SpriteRenderer>().bounds.extents.y * 0.5f; CreateStaticCollider(); }
public override void Start() { base.Start(); group = GetComponent <SortingGroup>(); renderer = this.gameObject.GetComponentInChildren <SpriteRenderer>(); target = enemyManager.Drill; }
private void refreshSortingGroup() { SortingGroup sortinggroup = this.GetComponent <SortingGroup>(); sortinggroup.enabled = false; sortinggroup.enabled = true; }
private void Awake() { _poolObject = GetComponent <AntPoolObject>(); var availComponents = AntEffectEngine.AvailableComponents; _components = new IComponent[availComponents.Length]; _componentsCount = _components.Length; for (int i = 0, n = availComponents.Length; i < n; i++) { ConstructorInfo constructor = availComponents[i].GetConstructor(Type.EmptyTypes); var comp = (IComponent)constructor.Invoke(null); if (comp != null) { comp.Initialize(this); _components[i] = comp; } } _sortingGroup = GetComponent <SortingGroup>(); _hasSortingGroup = (_sortingGroup != null); if (!_hasSortingGroup) { _spriteRenderer = GetComponent <SpriteRenderer>(); _hasSpriteRenderer = (_spriteRenderer != null); } }
private void Start() { if (target == null) { target = transform; } sortingGroup = GetComponent <SortingGroup>(); spriteRenderer = GetComponent <SpriteRenderer>(); if (!sortingGroup && !spriteRenderer) { Debug.LogErrorFormat("IsometricObjectStatic: {0} does not have a SortingGroup nor SpriteRenderer", gameObject.name); } float order = (-target.position.y + targetOffset) * Constants.MapInfo.PixelPerUnit; if (sortingGroup) { sortingGroup.sortingOrder = (int)order; } else { spriteRenderer.sortingOrder = (int)order; } }
public override void Start() { base.Start(); group = GetComponent <SortingGroup>(); renderer = this.gameObject.GetComponentInChildren <SpriteRenderer>(); canAttack = true; }
private void Awake() { startPosition = transform.position; animator = GetComponent <Animator>(); rectTransfrom = GetComponent <RectTransform>(); startRect = rectTransfrom.rect; startRect.center = startPosition; m_MainCamera = Camera.main; //Shouldn't use string comparation for performance purpose //graphics = transform.Find("Graphics"); //The best way is to use public reference, but we do this for now (might be refactor later) m_Mask = transform.GetComponentInChildren <SpriteMask>(); m_Graphics = m_Mask.transform.parent; m_OriginalScale = m_Graphics.localScale; m_MouseDownScale = new Vector3(m_OriginalScale.x + 1, m_OriginalScale.y + 1, 1); //Collect all colliders except CompositeCollider2D Collider2D[] colliders = GetComponentsInChildren <Collider2D>(); for (int i = 0; i < colliders.Length; i++) { if (colliders[i] is CompositeCollider2D) { continue; } m_Colliders.Add(colliders[i]); } m_ObjectsSortingGroup = GetComponentInChildren <SortingGroup>(); }
static bool Prefix(DecalControllerBehaviour __instance, ref bool ___dirty, ref int ___originalSortingLayer, ref SpriteMask ___spriteMask) { ___dirty = true; string text = __instance.DecalDescriptor.name + " container"; Transform transform = __instance.transform.Find(text); if (transform) { __instance.decalHolder = transform.gameObject; } else { __instance.decalHolder = new GameObject(text); } __instance.decalHolder.transform.SetParent(__instance.transform); __instance.decalHolder.transform.localPosition = Vector3.zero; __instance.decalHolder.transform.localScale = Vector3.one; __instance.decalHolder.AddComponent <Optout>(); SpriteRenderer component = __instance.GetComponent <SpriteRenderer>(); if (component == null) { component = __instance.GetComponentInChildren <SpriteRenderer>(); } __instance.decalHolder.transform.rotation = component.transform.rotation; ___originalSortingLayer = component.sortingLayerID; SortingGroup sortingGroup = __instance.decalHolder.AddComponent <SortingGroup>(); sortingGroup.sortingLayerID = ___originalSortingLayer; sortingGroup.sortingOrder = 1; ___spriteMask = __instance.decalHolder.AddComponent <SpriteMask>(); ___spriteMask.sprite = component.sprite; ___spriteMask.sortingOrder = 1; return(false); }
private void Start() { _sortingGroup = GetComponent <SortingGroup>(); _targetTransform = OrientationTarget.GetComponent <Transform>(); FindBounds(GetComponentsInChildren <SpriteRenderer>().ToList()); }
protected void Awake() { if (KickStarter.settingsManager != null && KickStarter.settingsManager.IsInLoadingScene()) { return; } sortingGroup = GetComponentInChildren <SortingGroup>(); if (sortingGroup == null) { renderers = GetComponentsInChildren <Renderer>(true); _renderer = GetComponent <Renderer>(); if (_renderer == null && !affectChildren) { ACDebug.LogWarning("FollowSortingMap on " + gameObject.name + " must be attached alongside a Renderer component."); } } if (GetComponent <Char>() != null && Application.isPlaying) { ACDebug.LogWarning("The 'Follow Sorting Map' component attached to the character '" + gameObject.name + " is on the character's root - it should instead be placed on their sprite child. To prevent movement locking, the Follow Sorting Map has been disabled.", this); enabled = false; } SetOriginalDepth(); }
public override void Awake() { base.Awake(); sortingGroup = GetComponent <SortingGroup> (); type = FlashUtils.ClassType.MovieClip; FlashManager.getInstance().movieClipCount++; }
// Use this for initialization void Start() { _sortingGroup = GetComponent <SortingGroup>(); _anchor = _anchor == null ? transform : _anchor; _sortingGroup.sortingOrder = GetSortingForTransform(_anchor); enabled = Dynamic; }
void SetRenderingOrder(SortingGroup sortingGroup, ref int orderIndex) { switch (sortingGroup.sortingMode) { case SortingMode.Isometric: SortIsometric(sortingGroup); break; case SortingMode.Hierarchy: SortHierarchy(sortingGroup); break; } foreach (var rendererInfo in sortingGroup.rendererInfos) { if (rendererInfo.renderer) { rendererInfo.renderer.sortingLayerID = sortingLayerID; rendererInfo.renderer.sortingOrder = orderIndex--; } if (rendererInfo.sortingGroup != null) { SetRenderingOrder(rendererInfo.sortingGroup, ref orderIndex); } } }
void Awake() { //find all root = transform.Find("MaoRoot").GetComponent <SpriteRenderer>(); body = transform.Find("MaoBody").GetComponent <SpriteRenderer>(); skin = transform.Find("MaoSkin").GetComponent <SpriteRenderer>(); //init root root.enabled = false; //init body maoBody = body.gameObject.AddComponent <BaseMaoBody>(); maoBody.onMouseDownEvent += OnBodySelected; maoBody.onMouseDragEvent += OnBodyDrag; maoBody.onMouseUpEvent += OnBodyUnselected; recordBodyScale = body.transform.localScale; //init skin SetSkinScale(0f); recordSkinScale = skin.transform.localScale; //init mao recordRotation = transform.eulerAngles; sortingGroup = GetComponent <SortingGroup>(); sortingGroup.sortingLayerName = LAYER_MAO; }
public void PlacedOn(SortingGroup other) { if (CanBePlacedOnThings) { surfaceSortingGroup = other; } }
private void Awake() { unit = GetComponent <Unit>(); group = GetComponent <SortingGroup>(); unit.OnArmsChanged += Unit_OnArmsChanged; unit.OnBodyChanged += Unit_OnBodyChanged; unit.OnHelmetChanged += Unit_OnHelmetChanged; unit.OnLegsChanged += Unit_OnLegsChanged; unit.OnShieldChanged += Unit_OnShieldChanged; unit.OnWeaponChanged += Unit_OnWeaponChanged; unit.OnChargingValueChanged += Unit_OnChargingValueChanged; unit.OnUnitFallDown += Unit_OnUnitFallDown; unit.OnUnitStandUp += Unit_OnUnitStandUp; unit.OnUnitDeath += Death; unit.OnRunValueChanged += Unit_OnRunValueChanged; unit.AfterInitiate += Unit_AfterInitiate; Unit_OnArmsChanged(unit.Arms); Unit_OnLegsChanged(unit.Legs); underlayerOutline.Alpha = 0.3f; }
private void Awake() { SortingGroup sortingGroup = GetComponent <SortingGroup>(); int oldOrder = sortingGroup.sortingOrder; sortingGroup.sortingOrder = oldOrder + 1; sortingGroup.sortingOrder = oldOrder; }
// Use this for initialization void Start() { parent = transform.root.root.root; parentscript = parent.GetComponent <movementctrl>(); sprite = GetComponentsInChildren <SpriteRenderer>(); spritecount = sprite.Length; sortinggroup = transform.parent.GetComponent <SortingGroup>(); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); enemy = GameObject.FindGameObjectWithTag("Enemy"); hp = transform.GetChild(0).gameObject.GetComponent <HpConfig>(); target = GameObject.FindGameObjectWithTag("Player").transform; sortingGroup = GetComponent <SortingGroup>(); }
public override void Start() { base.Start(); group = GetComponent <SortingGroup>(); InvokeRepeating("MiteMove", timeBetweenWriggles, timeBetweenWriggles); renderer = gameObject.GetComponentInChildren <SpriteRenderer>(); }
private void Reset() { if (sortingGroup == null) { sortingGroup = GetComponent <SortingGroup>(); } //sortingGroup.sortingLayerName = SortingLayerName.VisibleParticles; }
// Use this for initialization void Start() { m_SortingGroup = GetComponent <SortingGroup>(); if (!m_SortingGroup) { Debug.LogWarning("You forgot to add the \"Sorting Group\" component to the gameObject : " + gameObject.name); } }
void ClearCache(bool allow_to_create_components) { _meshFilter = SwfUtils.GetComponent <MeshFilter> (gameObject, allow_to_create_components); _meshRenderer = SwfUtils.GetComponent <MeshRenderer>(gameObject, allow_to_create_components); _sortingGroup = SwfUtils.GetComponent <SortingGroup>(gameObject, allow_to_create_components); _dirtyMesh = true; _curSequence = null; _curPropBlock = null; }
// Use this for initialization void Start() { sortingGroup = GetComponent <SortingGroup>(); SetVisuals(); //var sprites = GetComponentsInChildren<SpriteRenderer>(); //Debug.Log(sprites.Length); //foreach (SpriteRenderer sprite in sprites) // sprite.color = color; }
private void OnValidate() { if (sortingGroup == null) { sortingGroup = GetComponent <SortingGroup>(); } UpdateOrder(); }
IEnumerator Freeze(float duration) { isBusy = true; bool firstToFreeze = (frozenStatus == 0); bool createdSortingGroup = false; GameObject iceBlockInstance = null; SortingGroup sGroup = null; //actor not already frozen; freeze it if (firstToFreeze) { //create iceblock object iceBlockInstance = Instantiate(iceBlockPrefab, transform); iceBlockInstance.GetComponent <SpriteMask>().sprite = spriteRenderer.sprite; sGroup = GetComponent <SortingGroup>(); createdSortingGroup = (sGroup == null); if (createdSortingGroup) { sGroup = gameObject.AddComponent <SortingGroup>(); } //freeze actor animator.enabled = false; lockAI += 1; } frozenStatus += 1; yield return(new WaitForSeconds(duration)); frozenStatus -= 1; //we froze in the first place, so we're responsible for cleaning up if (firstToFreeze) { //wait for other freeze effects to end while (frozenStatus > 0) { yield return(null); } if (this != null) { //unfreeze actor animator.enabled = true; lockAI -= 1; //destroy iceblock if (createdSortingGroup) //don't want to delete this if the actor already had one { Destroy(sGroup); } Destroy(iceBlockInstance); } } isBusy = false; }
public override void Start() { base.Start(); group = GetComponent <SortingGroup>(); renderer = this.gameObject.GetComponentInChildren <SpriteRenderer>(); aiAgent.canMove = false; QueueSpawn(); }
// Start is called before the first frame update void Start() { sortingGroup = GetComponent <SortingGroup>(); sortingGroup.sortingLayerID = SortingLayer.NameToID("Entities"); if (groundContact == null) { groundContact = transform; } sortingGroup.sortingOrder = -(int)(groundContact.position.y * 100.0f); }