public virtual void CorrectDepthChain() { if (itemAnimator != null) { itemAnimator.StartDepthChain(gameObject.transform.position.z, true); } }
protected override void StartChildDepthChain(float depth, bool inwards) { TwoStateAnimator layerAnimator = null; if (layerAnimators != null) { for (int i = 0; i < layerAnimators.Length; i++) { layerAnimator = layerAnimators[i]; if (layerAnimator != null) { layerAnimator.StartDepthChain(depth, inwards); break; } } } }