public void InitData(MySortingLayerInfo _sortingLayerInfo, float _ratioScale) { mySortingGroup.sortingLayerName = _sortingLayerInfo.layerName.ToString(); mySortingGroup.sortingOrder = _sortingLayerInfo.layerOrderId; ratioScale = _ratioScale; transform.localScale = Vector3.one * ratioScale; }
public void SetData(IChipInfo _chipInfo, MySortingLayerInfo _sortingLayerInfo, float _ratioScale) { mySortingGroup.sortingLayerName = _sortingLayerInfo.layerName.ToString(); mySortingGroup.sortingOrder = _sortingLayerInfo.layerOrderId; ratioScale = _ratioScale; transform.localScale = Vector3.one * ratioScale; chipType = _chipInfo.chipType; mySprite.sprite = _chipInfo.mySprite; }
public void SetSortingLayerInfoAgain(MySortingLayerInfo _sortingLayerInfo) { myCanvas.sortingLayerName = _sortingLayerInfo.layerName.ToString(); myCanvas.sortingOrder = _sortingLayerInfo.layerOrderId; }
public static IEnumerator DoActionShowEffectGoldFly(GameObject _prefab, MySimplePoolManager _poolManager, MySortingLayerInfo _sortingLayerInfo , Vector2 _startPoint, Vector2 _endPoint, int _numGold, float _ratioScale, float _timeMovePerGold, System.Action _onPerGoldObjFinished = null) { Vector2 _newStartPoint = Vector2.zero; for (int i = 0; i < _numGold; i++) { _newStartPoint.x = Random.Range(_startPoint.x - 0.2f, _startPoint.x + 0.2f); _newStartPoint.y = Random.Range(_startPoint.y - 0.2f, _startPoint.y + 0.2f); GoldObjectController _gold = LeanPool.Spawn(_prefab, _newStartPoint, Quaternion.identity).GetComponent <GoldObjectController>(); _poolManager.AddObject(_gold); _gold.InitData(_sortingLayerInfo, _ratioScale); _gold.MoveAndSelfDestruction(_endPoint, _timeMovePerGold, LeanTweenType.easeInBack, _onPerGoldObjFinished); if (_numGold > 1) { yield return(Yielders.Get(0.06f)); } } }