Example #1
0
    IEnumerator FadeToOblivion(Transform obj)
    {
        float      time      = 0;
        Vector3    initPos   = obj.position;
        Quaternion initRot   = obj.rotation;
        Vector3    initScale = obj.localScale;

        SortingOrderManager som = obj.GetComponent <SortingOrderManager>();

        if (som != null)
        {
            som.enabled = false;
            SpriteRenderer rend = obj.GetComponent <SpriteRenderer>();
            if (rend != null)
            {
                rend.sortingOrder = sr.sortingOrder + 1;
            }
        }

        while (time < destroyTime)
        {
            float progress = time / destroyTime;
            obj.position   = Vector3.Lerp(initPos, spot.position, progress);
            obj.rotation   = Quaternion.Lerp(initRot, spot.rotation, progress);
            obj.localScale = Vector3.Lerp(initScale, Vector3.zero, progress);
            yield return(null);

            time += Time.deltaTime;
        }

        Destroy(obj.gameObject);
    }
Example #2
0
 void Start()
 {
     sushis = new List <Transform>();
     som    = GetComponent <SortingOrderManager>();
     som.OnFinalizeSortingOrder += FixSortingOrders;
     g         = GetComponent <Grabbable>();
     g.OnGrab += SpawnNewPlate;
 }
Example #3
0
    void Start()
    {
        sr  = spriteTransform.GetComponent <SpriteRenderer>();
        rb  = GetComponent <Rigidbody2D>();
        som = GetComponent <SortingOrderManager>();

        spriteCount    = spritesFront.Length;
        spritesCurrent = spritesFront;
    }
Example #4
0
    void UpdateHeldItemLayer(int sortingOrder)
    {
        if (heldItem == null)
        {
            som.OnFinalizeSortingOrder -= UpdateHeldItemLayer;
            return;
        }
        SpriteRenderer rend = heldItem.GetComponent <SpriteRenderer>();

        if (rend == null)
        {
            som.OnFinalizeSortingOrder -= UpdateHeldItemLayer;
            return;
        }
        rend.sortingOrder = sortingOrder + (facingForward ? 1 : -1);

        SortingOrderManager heldSOM = heldItem.GetComponent <SortingOrderManager>();

        heldSOM?.OnFinalizeSortingOrder?.Invoke(facingForward ? rend.sortingOrder : rend.sortingOrder - 4);
    }
Example #5
0
 void Start()
 {
     rb  = GetComponent <Rigidbody2D>();
     col = GetComponent <Collider2D>();
     som = GetComponent <SortingOrderManager>();
 }