protected void InstantiateMapPrefab(int x, int y, MapObjectDepth depth, GameObject prefab) { // Select a tile from the load strings array and instantiate it Vector2 offset = new Vector2(0.0f, HeightField[y * Width + x] * 0.4f); GameObject go = Instantiate(prefab, GetTileLowerLeft(x, y) + offset, Quaternion.identity) as GameObject; // Set the tile sprite's render layer and sorting order SpriteRenderer[] renderers = go.GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer renderer in renderers) { renderer.sortingLayerName = "Tiles"; renderer.sortingOrder = (Height - y) * 10 + (int)depth; } }
protected void InstantiateMapPrefab(int x, int y, MapObjectDepth depth, GameObject prefab) { // Select a tile from the load strings array and instantiate it Vector2 offset = new Vector2(0.0f, HeightField[y * Width + x] * 0.4f); GameObject go = Instantiate(prefab, GetTileLowerLeft(x, y) + offset, Quaternion.identity) as GameObject; // Set the tile sprite's render layer and sorting order SpriteRenderer[] renderers = go.GetComponentsInChildren<SpriteRenderer>(); foreach (SpriteRenderer renderer in renderers) { renderer.sortingLayerName = "Tiles"; renderer.sortingOrder = (Height - y) * 10 + (int)depth; } }