protected override void UpdateLayering() { base.UpdateLayering(); sortingGroup.sortingLayerID = Layering.StoryToSortingLayerID(storyLocation); sortingGroup.sortingOrder = Constants.ENTITY_SORTING_ORDER; visibleLight.m_ApplyToSortingLayers = new int[] { Layering.StoryToSortingLayerID(storyLocation) }; interactionRadius.gameObject.layer = (int)Layering.StoryToPhysicsLayer(storyLocation); }
protected virtual void UpdateLayering() { gameObject.layer = (int)Layering.StoryToPhysicsLayer(storyLocation); if (spriteRenderer) { spriteRenderer.sortingLayerID = Layering.StoryToSortingLayerID(storyLocation); spriteRenderer.sortingOrder = Constants.ENTITY_SORTING_ORDER; } }
private void UpdateCullingMask() { cameraComponent.cullingMask = baseCullingMask + (1 << (int)Layering.StoryToPhysicsLayer(target.storyLocation)); }