public void SetParticleLayer() { if (lightingParticleEffect != null) { ImageLayerOrder.SetOrderOnParticleSystem(lightingParticleEffect, ImageLayerOrder.GetOrderInt(gameObject)); } }
/// <summary> /// changed the properties of the item so that it displays appropriately with game /// world scenery. /// </summary> protected void SetItemModeForWorld() { SetWorldSpritesActive(true); ImageLayerOrder.SetOrderOnTranformChildren(transform); GetComponent <Image>().enabled = false; GetComponent <GameWorldSelector>().enabled = true; }
public void SetMyLayer() { int layerOrder = ImageLayerOrder.GetOrderInt(gameObject); //print(mySprites); ImageLayerOrder.SetOrderOnSpriteObjectArray(mySprites, layerOrder); ImageLayerOrder.SetZ(gameObject); }
// Use this for initialization void Awake() { int gameObjectLayerOrder = ImageLayerOrder.GetOrderInt(gameObject) - 1; ImageLayerOrder.SetOrderOnGameObjectArray(CharacterParts, gameObjectLayerOrder); ImageLayerOrder.SetZ(gameObject); combatController = GetComponentInChildren <CharCombatController>(); InitialiseMe(); }
protected void Start() { ImageLayerOrder.SetOrderOnGameObjectArray(CharacterParts, ImageLayerOrder.GetOrderInt(gameObject) - 1); ImageLayerOrder.SetZ(gameObject); }
public void SetMyOrder(GameObject[] characterParts) { ImageLayerOrder.SetOrderOnGameObjectArray(characterParts, ImageLayerOrder.GetOrderInt(gameObject) - 1); ImageLayerOrder.SetZ(character.gameObject); }