//detects any trigger with objects with tag and change the layer to display at the back ob the sprite private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Chair" || collision.tag == "Walls" || collision.tag == "Tables") { FurnitureObstacles fO = collision.GetComponent <FurnitureObstacles>(); if (furnitureO.Count == 0 || fO.MySpriteRender.sortingOrder - 1 < parentRenderer.sortingOrder) { parentRenderer.sortingOrder = fO.MySpriteRender.sortingOrder - 1; } furnitureO.Add(fO); } }
private void OnTriggerExit2D(Collider2D collision) { if (collision.tag == "Chair" || collision.tag == "Walls" || collision.tag == "Tables") { FurnitureObstacles fO = collision.GetComponent <FurnitureObstacles>(); furnitureO.Remove(fO); if (furnitureO.Count == 0) { parentRenderer.sortingOrder = 300; } else { furnitureO.Sort(); parentRenderer.sortingOrder = furnitureO[0].MySpriteRender.sortingOrder - 1; } } }