public void SortCompLayerChange(Consts.DrawLayers newLayer, Transform newParent) { currParent = transform.parent = newParent; LayerSortComp.LayerChange(newLayer, true); SendChangeToTracker(); // TODO: Should also have a version that changes the layer order // Possibly one that specifies whether to change the sprite renderer or sorting group specifically, but this is fine for now. }
protected void CheckChangeZDepth() { Consts.DrawLayers layerToCheck = GetTopLayerInLineage(); // Adjust z depth based around water, which is always at z = 0, and is not a sprite if (layerToCheck >= Consts.DrawLayers.Water) { Utility.RepositionZ(sprite.gameObject.transform, (float)Consts.ZLayers.FrontOfWater); } else { Utility.RepositionZ(sprite.gameObject.transform, (float)Consts.ZLayers.BehindWater); } }
public void LayerChange(Consts.DrawLayers newLayer, bool resetGroupParent) { GroupParent.RemoveFromGroupList(this); if (resetGroupParent) { SetGroupParent(); } DrawLayerCurr = newLayer; CheckChangeZDepth(); GroupParent.AddToGroupList(this); }
public virtual Consts.DrawLayers GetTopLayerInLineage() { Consts.DrawLayers retLayer = DrawLayerCurr; Transform transParent = sprite.transform.parent; while (transParent != null) { if (transParent.GetComponent <SortingGroup>() != null) { retLayer = transParent.GetComponent <SpriteBase>().SGRef.DrawLayerCurr; } transParent = transParent.parent; } return(retLayer); }
public void SortCompLayerChange(Consts.DrawLayers newLayer) { LayerSortComp.LayerChange(newLayer, false); SendChangeToTracker(); }
public SortingGroupComponentRef(SpriteBase sprite, SortingGroup sgComp, Consts.DrawLayers drawLayerOrig) : base(sprite, drawLayerOrig) { comp = sgComp; comp.enabled = true; }
public SpriteLayerComponentData(SpriteBase sprite, Consts.DrawLayers drawLayerOrig) { DrawLayerOrig = drawLayerCurr = drawLayerOrig; this.sprite = sprite; }
public SpriteLayerComponentData() { drawLayerCurr = Consts.DrawLayers.Default; }
public SpriteRendererComponentRef(SpriteBase sprite, SpriteRenderer comp, SortingGroupComponentRef sgCompRef, Consts.DrawLayers drawLayerOrig) : base(sprite, drawLayerOrig) { this.comp = comp; if (sgCompRef != null) { sgCompRef.AddToGroupList(this); } }