internal void Update() { if (_transform.hasChanged) { _transform.hasChanged = false; float oldDepth = _position.z; UpdateCachedTransformInformation(); _meshMask.UpdatePositionAndScale(); if (oldDepth != _position.z && OnDepthChange != null) { OnDepthChange.Invoke(); } } if (_transform.gameObject.layer != _gameobjectLayer) { _gameobjectLayer = _transform.gameObject.layer; if (OnGameobjectLayerChange != null) { OnGameobjectLayerChange.Invoke(); } } }
internal void Update() { if (_transform.hasChanged) { _transform.hasChanged = false; float oldDepth = _position.z; UpdateCachedTransformInformation(); if (oldDepth != _position.z && OnDepthChange != null) { OnDepthChange.Invoke(); } } }