コード例 #1
0
 public virtual bool ShouldIgnoreSprite(GameObject instance, Sprite sprite)
 {
     return(!instance.activeInHierarchy || !sprite ||
            (outlineSpriteRenderer && (sprite == outlineSpriteRenderer.sprite || !instance.GetComponent <SpriteRenderer> ().enabled)) ||
            (outlineImage && (sprite == outlineImage.sprite || !instance.GetComponent <Image> ().enabled)) ||
            (instance != gameObject && (!LayerMaskExt.ContainsLayer(childLayers, instance.layer) || System.Array.IndexOf(ignoreChildNames, instance.name) > -1)));
 }
コード例 #2
0
 /// <summary>
 /// Получение сигналов в клетке с переданными координатами
 /// </summary>
 public static Signal[] GetSignalsInCell(int x, int y)
 {
     return(Physics.OverlapSphere(new Vector3(x, Signal.PosY, y), 0.5f, LayerMaskExt.Create(Consts.Layers.Signals))
            .Select(c => c.GetComponent <Signal>()).ToArray());
 }
コード例 #3
0
ファイル: SpriteOutline.cs プロジェクト: Merdemg/CraneFight
 public virtual bool ShouldIgnoreSprite(SpriteRenderer sprite)
 {
     return(!sprite.gameObject.activeInHierarchy || !sprite.enabled || !sprite.sprite || sprite == outlineSprite ||
            (sprite.gameObject != gameObject && (!LayerMaskExt.ContainsLayer(childLayers, sprite.gameObject.layer) || System.Array.IndexOf(ignoreChildNames, sprite.name) > -1)));
 }
コード例 #4
0
 public virtual bool ShouldIgnoreSprite(SpriteRenderer sprite)
 {
     return(!sprite.enabled || sprite == outlineSprite || (sprite.gameObject != gameObject && !LayerMaskExt.ContainsLayer(childLayers, sprite.gameObject.layer)));
 }