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))); }
/// <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()); }
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))); }
public virtual bool ShouldIgnoreSprite(SpriteRenderer sprite) { return(!sprite.enabled || sprite == outlineSprite || (sprite.gameObject != gameObject && !LayerMaskExt.ContainsLayer(childLayers, sprite.gameObject.layer))); }