/// Get the matrice of our tilable public Matrix4x4 GetMatrice(int graphicUID) { if (this._matrices == null || this.resetMatrices) { this._matrices = new Dictionary <int, Matrix4x4>(); this.resetMatrices = true; } if (!this._matrices.ContainsKey(graphicUID)) { Matrix4x4 mat = Matrix4x4.identity; mat.SetTRS( new Vector3( this.position.x - this.def.graphics.pivot.x * this.scale.x + (1f - this.scale.x) / 2f , this.position.y - this.def.graphics.pivot.y * this.scale.y + (1f - this.scale.y) / 2f , LayerUtils.Height(this.def.layer) + GraphicInstance.instances[graphicUID].priority ), Quaternion.identity, this.scale ); this._matrices.Add(graphicUID, mat); } return(this._matrices[graphicUID]); }
private void Awake() { this.transform.position = new Vector3(0, 0, LayerUtils.Height(Layer.Stackable)); this._tm = this.gameObject.GetComponent <TextMeshPro>(); this._rt = (RectTransform)this.transform; this._rt.offsetMin = Vector2.zero; this._rt.offsetMax = Vector2.one; this._tm.alignment = TextAlignmentOptions.MidlineGeoAligned; this._tm.fontStyle = FontStyles.Bold; this._tm.fontSize = 4; }