/// <summary> /// コンストラクタ /// </summary> /// <param name="app"></param> /// <param name="name"></param> public MCBaseTexture(Application app, string name) { App = app; m_name = name; // 2d m_D2RenderTarget = null; D2D1RenderTargetFlg = false; // テクスチャー m_createdTxNum = 0; HasRenderTarget = false; HasResourceView = false; HasShaderResource = false; // 深度テクスチャー m_resourceDepth = null; m_depthResourceView = null; m_depthStencilView = null; m_depth = new DepthGroup(); m_descDepth = new DepthDescGroup(); HasDepthStencil = false; HasDepthResourceView = false; for (int i = 0; i < m_aTexture.Length; ++i) { m_aTexture[i] = new TextureGroup(); } }
private void UpdatePriority(DepthGroup depthGroup, IDepthGroupElement element) { Component component; component = element as Component; if (component) { TouchArea touchArea; touchArea = component.GetComponent <TouchArea>(); if (touchArea) { int index; index = depthGroup.Elements.IndexOf(element); touchArea.Priority = this.BasePriority + index; } } }