void OnCollisionStay(Collision collision) { // Only add priority to cubes if (collision.gameObject.name.Equals("Cube_Physics(Clone)")) { RBObj rBObj = collision.gameObject.GetComponent <RBObjHolder>().rBObj; // Give the cube higher priority. // Debug.Log(collision.gameObject.name); rBObj.Priority += 100; // Debug.Log(rBObj.Priority); // unused rBObj.Owner = gameObject.GetComponent <RBObjHolder>().rBObj.Id; } }
private int sortByPriority(RBObj x, RBObj y) { float priorityDif = (float)(priorityAccumulator[x] - priorityAccumulator[y]); if (Mathf.Abs(priorityDif) < .00001) { return(0); } else if (priorityDif < 0) { return(-1); } else { return(1); } }