private void Awake() { instance = this; Renderers = new List <SpriteRenderer>(GetComponentsInChildren <SpriteRenderer>()); for (int i = 0; i < Renderers.Count; ++i) { OriginalSortOrders.Add(Renderers[i], Renderers[i].sortingOrder); } for (int i = 0; i < DayMarkers.Count; ++i) { SpriteRenderer rendo = DayMarkers[i].GetComponentInChildren <SpriteRenderer>(); if (rendo != null) { Renderers.Add(rendo); if (!OriginalSortOrders.ContainsKey(rendo)) { OriginalSortOrders.Add(rendo, rendo.sortingOrder); } } } List <TextMeshPro> textrenderers = new List <TextMeshPro>(GetComponentsInChildren <TextMeshPro>()); for (int i = 0; i < textrenderers.Count; ++i) { OriginalSortOrdersText.Add(textrenderers[i], textrenderers[i].sortingOrder); } OriginalZ = gameObject.transform.localPosition.z; OriginPosition = gameObject.transform.position; }
private void Awake() { instance = this; gameObject.transform.localScale = ScaleDesk; RotationDesktop = gameObject.transform.rotation; List <SpriteRenderer> renderers = new List <SpriteRenderer>(GetComponentsInChildren <SpriteRenderer>()); for (int i = 0; i < renderers.Count; ++i) { OriginalSortOrders.Add(renderers[i], renderers[i].sortingOrder); } List <TextMeshPro> textrenderers = new List <TextMeshPro>(GetComponentsInChildren <TextMeshPro>()); for (int i = 0; i < textrenderers.Count; ++i) { OriginalSortOrdersText.Add(textrenderers[i], textrenderers[i].sortingOrder); } List <ParticleSystemRenderer> particlerenderers = new List <ParticleSystemRenderer>(GetComponentsInChildren <ParticleSystemRenderer>()); for (int i = 0; i < particlerenderers.Count; ++i) { OriginalSortOrdersParticles.Add(particlerenderers[i], particlerenderers[i].sortingOrder); } OriginalZ = gameObject.transform.localPosition.z; OriginPosition = gameObject.transform.position; }
private void Awake() { instance = this; List <SpriteRenderer> renderers = new List <SpriteRenderer>(GetComponentsInChildren <SpriteRenderer>()); for (int i = 0; i < renderers.Count; ++i) { OriginalSortOrders.Add(renderers[i], renderers[i].sortingOrder); } OriginalZ = gameObject.transform.localPosition.z; }
private void Awake() { instance = this; Renderers = new List <SpriteRenderer>(GetComponentsInChildren <SpriteRenderer>()); for (int i = 0; i < Renderers.Count; ++i) { OriginalSortOrders.Add(Renderers[i], Renderers[i].sortingOrder); } List <TextMeshPro> textrenderers = new List <TextMeshPro>(GetComponentsInChildren <TextMeshPro>()); for (int i = 0; i < textrenderers.Count; ++i) { OriginalSortOrdersText.Add(textrenderers[i], textrenderers[i].sortingOrder); } OriginalZ = gameObject.transform.localPosition.z; OriginPosition = gameObject.transform.position; }
private void Awake() { instance = this; List <SpriteRenderer> renderers = new List <SpriteRenderer>(GetComponentsInChildren <SpriteRenderer>()); for (int i = 0; i < renderers.Count; ++i) { OriginalSortOrders.Add(renderers[i], renderers[i].sortingOrder); } TextComponents = new List <TextMeshPro>(GetComponentsInChildren <TextMeshPro>()); for (int i = 0; i < TextComponents.Count; ++i) { OriginalSortOrdersText.Add(TextComponents[i], TextComponents[i].sortingOrder); } OriginalZ = gameObject.transform.localPosition.z; Renderer.sprite = DailyClosedSprite; TextLetterTop.enabled = false; TextLetterBottom.enabled = false; TextLetterFront.enabled = true; OriginPosition = gameObject.transform.position; }