Esempio n. 1
0
        /// <summary>
        /// Calculate the correct sorting order for a given position.
        /// </summary>
        /// <param name="position">Position that needs a sorting order value.</param>
        /// <param name="fine">Use fine calculation for within a grid tile.</param>
        /// <returns></returns>
        public int CalculateSortingLayer(Vector3 position, bool fine = false)
        {
            var cell            = go_grid.WorldToCell(position);
            var transformedCell = new Vector2Int(13 - cell.x, 13 - cell.y);
            var baseLayer       = (transformedCell.x * 12 + transformedCell.y) * SORTING_ORDER_GRANULARITY;

            if (fine)
            {
                var cellPos   = getNode(new Vector2Int(cell.x, cell.y)).worldPosition;
                var posDiff   = cellPos - position;
                var fineLayer = (int)((posDiff.y / (SORTING_ORDER_GRANULARITY / 2)) * 100);
                return(baseLayer + fineLayer);
            }
            else
            {
                return(baseLayer);
            }
        }
        void IConvertGameObjectToEntity.Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
        {
            var cellCoord = WorldGrid.WorldToCell(transform.position);

            Debug.Log("Unit coord::" + cellCoord);

            int2 currentCellCoord = new int2(cellCoord.x, cellCoord.y);

            dstManager.AddComponentData(entity, new Unit
            {
                Id       = Id,
                Fraction = Fraction
            });

            dstManager.AddComponentData(entity, new CopyTransformToGameObject());

            var selectionArchetype = dstManager.CreateArchetype(typeof(SpriteRenderer), typeof(Selection));

            var selectionEntity = dstManager.CreateEntity(selectionArchetype);

            dstManager.AddComponentData(selectionEntity, new Selection
            {
                LinkedUnit = entity
            });

            dstManager.AddComponentObject(selectionEntity, _selectionSprite);
            dstManager.AddComponentObject(selectionEntity, _selectionSprite.transform);

            dstManager.AddComponentData(entity, new UnitController
            {
                SelectionEntity = selectionEntity
            });

            dstManager.AddComponentData(entity, new UnitMovement
            {
                Speed            = Speed,
                CurrentCellCoord = currentCellCoord,
            });
        }