void Update() { if (Input.GetKeyUp(KeyCode.KeypadEnter)) { Orientation++; if (Orientation >= (OrientationEnum)4) { Orientation = 0; } SetOrientation(Orientation); } // TODO: this should be a part of the sorting system proper! currentY = Mathf.RoundToInt(transform.position.y - 0.5f); if (currentY != prevY) { prevY = currentY; newSortOrder = UVController.GetSortOrderFromGridY(GameGrid.GetInstance().GetNodeFromWorldPos(transform.position).GridPos.y); BodyRenderer.sortingOrder = newSortOrder + 2; HeadRenderer.sortingOrder = newSortOrder + 3; BeardRenderer.sortingOrder = newSortOrder + 4; EyeRenderer.sortingOrder = newSortOrder + 5; HairRenderer.sortingOrder = newSortOrder + 6; } }
public void Setup() { if (hasSetup) { return; } hasSetup = true; MyUVC = GetComponentInChildren <UVController>(); // TODO: this may have to support multiple meshes (because bottom+top and such) Clickable = GetComponent <CanClick> (); MyTileObject = GetComponent <NodeObject>(); }
void Awake() { m_dicObjTransByIndex = new Dictionary<int, Dictionary<int, Dictionary<int, Transform>>> (); m_dicObjIndex = new Dictionary<Transform, List<Vector3>> (); trans = GetComponent<Transform>(); matController = new MatHandler (cubeTex); uvController = new UVController (); objectCombineController = new WorldObjectCombineController (); }