public static int ToLayerMask(this ELayers layers) { int mask = 0; if ((layers & ELayers.Default) != 0) { mask |= DefaultMask; } if ((layers & ELayers.TransparentFX) != 0) { mask |= TransparentFXMask; } if ((layers & ELayers.Water) != 0) { mask |= WaterMask; } if ((layers & ELayers.UI) != 0) { mask |= UIMask; } if ((layers & ELayers.Terrain) != 0) { mask |= TerrainMask; } if ((layers & ELayers.Pickups) != 0) { mask |= PickupsMask; } if ((layers & ELayers.NoCollision) != 0) { mask |= NoCollisionMask; } if ((layers & ELayers.Trigger) != 0) { mask |= TriggerMask; } if ((layers & ELayers.HitTest) != 0) { mask |= HitTestMask; } if ((layers & ELayers.Trees) != 0) { return(mask |= TreesMask); } return(mask); }
private Canvas GetLayer(ELayers l) { return(_layers[(int)l]); }