private void Awake() { if (!GetComponent <GraphicRaycaster>()) { gameObject.AddComponent <GraphicRaycaster>(); } barCanvas = GetComponent <Canvas>(); barCanvas.overrideSorting = true; barCanvas.sortingLayerID = SortingLayer.NameToID("UI"); cancel.onClick.AddListener(Cancel); }
protected override void InitializeView(GameEntity entity) { spriteRenderer.sortingLayerName = BubbleLayer; shadow.sortingLayerName = BubbleLayer; bubbleNumber.sortingLayerID = SortingLayer.NameToID(BubbleLayer); shadow.sortingOrder = ShadowOrder; spriteRenderer.sortingOrder = BubbleOrder; bubbleNumber.sortingOrder = BubbleNumberOrder; trail.enabled = false; }
private void Awake() { animator = gameObject.GetComponent <Animator>(); registerTile = gameObject.GetComponent <RegisterDoor>(); closedLayer = LayerMask.NameToLayer("Door Closed"); closedSortingLayer = SortingLayer.NameToID("Doors Open"); openLayer = LayerMask.NameToLayer("Door Open"); openSortingLayer = SortingLayer.NameToID("Doors Closed"); SetLayer(openLayer, openSortingLayer); }
private static int RaycastComparer(RaycastResult lhs, RaycastResult rhs) { if (lhs.module != rhs.module) { if (lhs.module.eventCamera != null && rhs.module.eventCamera != null && lhs.module.eventCamera.depth != rhs.module.eventCamera.depth) { // need to reverse the standard compareTo if (lhs.module.eventCamera.depth < rhs.module.eventCamera.depth) { return(1); } if (lhs.module.eventCamera.depth == rhs.module.eventCamera.depth) { return(0); } return(-1); } if (lhs.module.sortOrderPriority != rhs.module.sortOrderPriority) { return(rhs.module.sortOrderPriority.CompareTo(lhs.module.sortOrderPriority)); } if (lhs.module.renderOrderPriority != rhs.module.renderOrderPriority) { return(rhs.module.renderOrderPriority.CompareTo(lhs.module.renderOrderPriority)); } } if (lhs.sortingLayer != rhs.sortingLayer) { // Uses the layer value to properly compare the relative order of the layers. var rid = SortingLayer.GetLayerValueFromID(rhs.sortingLayer); var lid = SortingLayer.GetLayerValueFromID(lhs.sortingLayer); return(rid.CompareTo(lid)); } if (lhs.sortingOrder != rhs.sortingOrder) { return(rhs.sortingOrder.CompareTo(lhs.sortingOrder)); } if (!Mathf.Approximately(lhs.distance, rhs.distance)) { return(lhs.distance.CompareTo(rhs.distance)); } if (lhs.depth != rhs.depth) { return(rhs.depth.CompareTo(lhs.depth)); } return(lhs.index.CompareTo(rhs.index)); }
public void PassAboveUI(bool isEnabled) { if (isEnabled) { spriteRenderer.sortingLayerID = SortingLayer.NameToID("AboveUI"); } else { spriteRenderer.sortingLayerID = SortingLayer.NameToID("Cell"); } }
private void CreatePlayer(AvatarState avatarState) { _player = PlayerFactory.Create(avatarState).GetComponent <Player>(); _player.Set(avatarState); _player.transform.SetParent(avatarPosition); _player.transform.localPosition = Vector3.zero; var orderInLayer = MainCanvas.instance.GetLayer(WidgetType).root.sortingOrder + 1; _player.SetSortingLayer(SortingLayer.NameToID("UI"), orderInLayer); }
public void AddObject(eTileLayer layer, MapObject mapObject) { List <MapObject> mapObjectList = _mapObjectMap[(int)layer]; int sortingID = SortingLayer.NameToID(layer.ToString()); int sortingOrder = mapObjectList.Count; mapObject.SetSortingOrder(sortingID, sortingOrder); mapObject.SetPosition(_position); mapObjectList.Add(mapObject); }
public void SetBKeyLabel(string label, Color c) { TextMeshPro tp = bkTextObj.GetComponent <TextMeshPro> (); tp.sortingLayerID = SortingLayer.NameToID("MarkerText"); tp.sortingOrder = 2; tp.SetText(label); tp.color = c; }
public virtual void SetSpriteLayer(bool anchoredLayer) { if (anchoredLayer) { spriteRenderer.sortingLayerID = SortingLayer.NameToID("Objects"); } else { spriteRenderer.sortingLayerID = SortingLayer.NameToID("Items"); } }
// Use this for initialization void Start() { SortingLayerID = SortingLayer.GetLayerValueFromName("Default"); Renderer renderer = this.gameObject.GetComponent <Renderer>(); if (renderer != null) { renderer.sortingOrder = SortLayer; renderer.sortingLayerID = SortingLayerID; } }
public void SetMarkerLabel(string label, Color c) { TextMeshPro tp = GetComponentInChildren <TextMeshPro> (); tp.sortingLayerID = SortingLayer.NameToID("MarkerText"); tp.sortingOrder = 0; tp.SetText(label); tp.color = c; }
private void Awake() { // Initialize animator and Register Door components animator = gameObject.GetComponent <Animator>(); registerTile = gameObject.GetComponent <RegisterDoor>(); closedLayer = LayerMask.NameToLayer("Door Closed"); closedSortingLayer = SortingLayer.NameToID("Doors Open"); openLayer = LayerMask.NameToLayer("Door Open"); openSortingLayer = SortingLayer.NameToID("Doors Closed"); }
private static void Initialize() { if (s_IsInitialized) { return; } s_IsInitialized = true; s_PlayerShots = SortingLayer.NameToID(nameof(PlayerShots)); s_EnemyShots = SortingLayer.NameToID(nameof(EnemyShots)); }
private SpriteRenderer CreateLineSpriteRenderer() { var lineObject = new GameObject(); lineObject.transform.parent = gameObject.transform; var lineObjectSpriteRenderer = lineObject.AddComponent <SpriteRenderer>(); lineObjectSpriteRenderer.sprite = WhitePixel; lineObjectSpriteRenderer.color = Color.blue; lineObjectSpriteRenderer.sortingLayerID = SortingLayer.NameToID("TileHighlighting"); return(lineObjectSpriteRenderer); }
private void Awake() { m_Animator = gameObject.GetComponentInChildren <Animator>(); m_Animator.SetFloat("Dir_x", m_Facing.x); m_Animator.SetFloat("Dir_y", m_Facing.y); m_Renderer = gameObject.GetComponentInChildren <SpriteRenderer>(); var sortingLayerId = SortingLayer.NameToID("OnGround"); Assert.IsFalse(sortingLayerId == 0, "Add sorting layer 'On Ground' to Tags and Layers. Sprite will not sort correctly without it."); m_Renderer.sortingLayerID = sortingLayerId; }
void Awake() { _levelData = GameManager.Instance.LevelData; _moveCount = 0; int count = _levelData.GetWaveCount(); _waveBar = GameManager.Instance.Definitions.HudWaveBar.GetComponentInChildren <SpriteSlider>(); SpriteRenderer r = _waveBar.renderer as SpriteRenderer; Bounds waveBarBounds = r.bounds; _waveBar.sliderValue = 0; int actualMoves = 0; GameObject waveTemplate = GameManager.Instance.Definitions.HudWave; Vector3 pos = waveTemplate.transform.position; Vector3 scale = waveTemplate.transform.localScale; waveTemplate.SetActive(false); _waves = new Wave[count]; for (int i = 0; i < count; i++) { GameObject go = (GameObject)Instantiate(waveTemplate); _waves[i]._main = go; go.SetActive(true); go.name = "Wave" + i; go.transform.parent = waveTemplate.transform.parent; LevelData.WaveInfo wi = _levelData.GetWaveInfo(i); actualMoves += wi._moves; go.transform.position = new Vector3(-waveBarBounds.extents.x + waveBarBounds.extents.x * 2 * actualMoves / _levelData.GetTotalMoves(), pos.y, pos.z); go.transform.localScale = scale; ShadowLabel label = go.GetComponentInChildren <ShadowLabel>(); /*string str = ""; * for(int j = 0; j < wi._count; j++) * str += "!"; * label.text = str;*/ label.text = "x" + wi._count.ToString(); _waves[i]._portrait = go.transform.FindChild("Portrait"); GameObject goEnemy = GameObject.Instantiate(_levelData.GetEnemyInfo(wi._enemyType)._prefab) as GameObject; goEnemy.transform.parent = _waves[i]._portrait; goEnemy.transform.localPosition = Vector3.zero; goEnemy.transform.localRotation = Quaternion.identity; SortingLayer.ForceLayerID(goEnemy, "HUDBack"); _waves[i]._enemy = goEnemy; } }
public void OnTargetSortingLayers(SerializedObject serializedObject, Object[] targets, GUIContent labelContent) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel(labelContent); GUIContent selectedLayers; if (m_ApplyToSortingLayersList.Count == 1) { selectedLayers = new GUIContent(SortingLayer.IDToName(m_ApplyToSortingLayersList[0])); } else if (m_ApplyToSortingLayersList.Count == m_AllSortingLayers.Length) { selectedLayers = Styles.sortingLayerAll; } else if (m_ApplyToSortingLayersList.Count == 0) { selectedLayers = Styles.sortingLayerNone; } else { selectedLayers = Styles.sortingLayerMixed; } bool buttonDown = EditorGUILayout.DropdownButton(selectedLayers, FocusType.Keyboard, EditorStyles.popup); if (Event.current.type == EventType.Repaint) { m_SortingLayerDropdownRect = GUILayoutUtility.GetLastRect(); } if (buttonDown) { GenericMenu menu = new GenericMenu(); menu.allowDuplicateNames = true; LayerSelectionData layerSelectionData = new LayerSelectionData(serializedObject, 0, targets); menu.AddItem(Styles.sortingLayerNone, m_ApplyToSortingLayersList.Count == 0, OnNoSortingLayerSelected, layerSelectionData); menu.AddItem(Styles.sortingLayerAll, m_ApplyToSortingLayersList.Count == m_AllSortingLayers.Length, OnAllSortingLayersSelected, layerSelectionData); menu.AddSeparator(""); for (int i = 0; i < m_AllSortingLayers.Length; ++i) { var sortingLayer = m_AllSortingLayers[i]; layerSelectionData = new LayerSelectionData(serializedObject, sortingLayer.id, targets); menu.AddItem(m_AllSortingLayerNames[i], m_ApplyToSortingLayersList.Contains(sortingLayer.id), OnSortingLayerSelected, layerSelectionData); } menu.DropDown(m_SortingLayerDropdownRect); } EditorGUILayout.EndHorizontal(); }
private void Awake() { collider2D = GetComponent <Collider2D>(); collider2D.enabled = false; staticPos = transform.position; index = transform.position.z; if (sceneDragSortLayerId == 0) { sceneDragSortLayerId = SortingLayer.NameToID("DragedScene"); } splitScenes.Add(this); }
public void SyncSortingLayer() { if (false == EnableSyncLayer) { return; } if (InheritedLayer) { Canvas parentCanvas = this.GetComponentInParent <Canvas>(); OverrideSortingLayerId = null != parentCanvas ? parentCanvas.sortingLayerID : SortingLayer.NameToID("Default"); OverrideSortingLayerName = SortingLayer.IDToName(OverrideSortingLayerId); } int sortingOrderValue = SortingOrder; if (SetSortingOrder && RelativeSortingOrder) { int baseSortingOrderValue = 0; Canvas[] parentCanvas = this.GetComponentsInParent <Canvas>(); Canvas tempCanvas; for (int i = 0, count = parentCanvas.Length; i < count; i++) { tempCanvas = parentCanvas[i]; if (tempCanvas.gameObject == this.gameObject) { continue; } if (false == tempCanvas.isRootCanvas && false == tempCanvas.overrideSorting) { continue; } if (false == tempCanvas.isRootCanvas && tempCanvas.sortingLayerID != OverrideSortingLayerId) { continue; } baseSortingOrderValue = tempCanvas.sortingOrder; break; } sortingOrderValue = baseSortingOrderValue + SortingOrder; } if (false == SortingLayer.IsValid(OverrideSortingLayerId)) { DYLogger.LogError("SyncSortingLayer fail, get unvalid sortinglayer " + OverrideSortingLayerName); return; } Util.SetGameObjectSortingLayer(this.gameObject, OverrideSortingLayerId, IgnoreHigherLayer, SetSortingOrder, sortingOrderValue, RaycastTarget); }
bool CompareOrder(SpriteRenderer renderer, TouchDownSubscriber subscriber) { int rendererLayerValue = SortingLayer.GetLayerValueFromID(renderer.sortingLayerID); int subscriberLayerValue = subscriber.sortingLayerValue; int layerCompare = rendererLayerValue.CompareTo(subscriberLayerValue); if (layerCompare == 0) { return(renderer.sortingOrder.CompareTo(subscriber.sortingOrder) > 0); } return(layerCompare > 0); }
public static int CompareTo(this SpriteRenderer self, SpriteRenderer other) { int selfLayer = SortingLayer.GetLayerValueFromID(self.sortingLayerID); int otherLayer = SortingLayer.GetLayerValueFromID(other.sortingLayerID); int layerCompare = selfLayer.CompareTo(otherLayer); if (layerCompare == 0) { return(self.sortingOrder.CompareTo(other.sortingOrder)); } return(layerCompare); }
private void Awake() { pooledIndex = -1; meshFilterOfVisualObject = GetComponent <MeshFilter>(); meshRenderer = GetComponent <MeshRenderer>(); material = meshRenderer.material; meshRenderer.sortingLayerID = SortingLayer.NameToID("Ground"); meshRenderer.sortingOrder = sortingLayerSet; AssignBasicMeshValue(); ImplementMeshValue(); }
private void Awake() { itemMeshFilter = GetComponent<MeshFilter>(); itemMeshRenderer = GetComponent<MeshRenderer>(); itemMeshRenderer.sortingLayerID = SortingLayer.NameToID("Player"); itemMeshRenderer.sortingOrder = 20; intervalTime = intervalTimeOrigin; meshPosition = Vector3.zero; AssignBasicQuadMeshValue(); UpdateQuad(meshPosition, 0, quadSize); ImplementQuadMeshValue(); }
public void PassAboveUI(bool enabled) { isAboveUI = enabled; if (enabled) { sortingGroup.sortingLayerID = SortingLayer.NameToID("AboveUI"); } else { sortingGroup.sortingLayerID = SortingLayer.NameToID("Ball"); } }
void Awake() { if (predictionType == predictionMode.Prediction2D) { rb2 = GetComponent <Rigidbody2D>(); } else { rb = GetComponent <Rigidbody>(); } lineSortingLayer = SortingLayer.NameToID(lineSortingLayerName); }
/// <summary> /// Subscribes to all connectors /// </summary> void Start() { m_initialPosition = transform.position; m_rigidbody = GetComponent <Rigidbody2D>(); m_renderer = GetComponent <SpriteRenderer>(); m_pathRenderer = FindObjectOfType <PathRenderer>(); m_defaultLayer = m_renderer.sortingLayerID; m_fallingLayer = SortingLayer.NameToID("PlayerFalling"); if (m_pathRenderer == null) { Debug.LogWarning("WARNING! Player is missing reference to path renderer"); } }
//TileRenders are always Initialize-initialized. protected void Initialize(ITransformHandler locationer, TiledRenderCfg cfg, Material material, bool is_static, bool isPlayer) { locater = locationer; parented = locater.HasParent(); isStatic = is_static; material.enableInstancing = false; //Instancing doesn't work with this, and it has overhead, so disable it. render.sharedMaterial = material; render.sortingOrder = renderCounter++; render.sortingLayerID = SortingLayer.NameToID(isPlayer ? cfg.playerSortingLayer : cfg.sortingLayer); DontUpdateTimeAfter = cfg.dontUpdateTimeAfter; //mr.GetPropertyBlock(pb); }
void Awake() { sprite = GetComponent <SpriteRenderer>(); if (!SpritePivotAlignment.GetSpriteAlignment(gameObject).Equals(SpriteAlignment.TopRight)) { Debug.LogError("You forgot change the sprite pivot to Top Right."); } Vector2 spriteSize_wu = new Vector2(sprite.bounds.size.x / transform.localScale.x, sprite.bounds.size.y / transform.localScale.y); Vector3 scale = new Vector3(1.0f, 1.0f, 1.0f); if (0.0f != gridX) { float width_wu = sprite.bounds.size.x / gridX; scale.x = width_wu / spriteSize_wu.x; spriteSize_wu.x = width_wu; } if (0.0f != gridY) { float height_wu = sprite.bounds.size.y / gridY; scale.y = height_wu / spriteSize_wu.y; spriteSize_wu.y = height_wu; } GameObject childPrefab = new GameObject(); SpriteRenderer childSprite = childPrefab.AddComponent <SpriteRenderer>(); childPrefab.transform.position = transform.position; childSprite.sprite = sprite.sprite; childSprite.sortingLayerID = SortingLayer.NameToID("Background"); childSprite.sortingOrder = 5; GameObject child; for (int i = 0, h = (int)Mathf.Round(sprite.bounds.size.y); i *spriteSize_wu.y < h; i++) { for (int j = 0, w = (int)Mathf.Round(sprite.bounds.size.x); j *spriteSize_wu.x < w; j++) { child = Instantiate(childPrefab) as GameObject; child.transform.position = transform.position - (new Vector3(spriteSize_wu.x * j, spriteSize_wu.y * i, 0)); child.transform.localScale = scale; child.transform.parent = transform; } } Destroy(childPrefab); sprite.enabled = false; // Disable this SpriteRenderer and let the prefab children render themselves }
protected virtual void Update() { if (_isInAir) { if (_afterThrowCounter > 0) { _afterThrowCounter -= Time.deltaTime; } // If we've been in the air long enough, need to check if it's time to consider ourself "on the ground" else if (_body.velocity.magnitude <= onGroundThreshold) { _body.velocity = Vector2.zero; if (_afterThrowCounter <= 0 && _tileThatThrewUs != null && _tileThatThrewUs.GetComponent <Collider2D>() != null) { Physics2D.IgnoreCollision(_tileThatThrewUs.GetComponent <Collider2D>(), _collider, false); } _body.collisionDetectionMode = CollisionDetectionMode2D.Discrete; _collider.isTrigger = true; addTag(TileTags.CanBeHeld); _isInAir = false; print("landed"); } } if (!_isInAir && has_been_thrown) { print("spawning hole"); GameObject room = transform.parent.gameObject; Vector2 grid_c = toGridCoord(localX, localY); Tile new_hole = spawnTile(sand_prefab, room.transform, (int)grid_c.x, (int)grid_c.y); //new_hole.transform.SetPositionAndRotation(new Vector3(transform.position.x, transform.position.y, 0), Quaternion.identity); new_hole.sprite.sortingLayerID = SortingLayer.NameToID("Floor"); die(); } if (_tileHoldingUs != null) { // We aim the rock behind us. _sprite.transform.localPosition = new Vector3(-0.5f, 0, 0); float aimAngle = Mathf.Atan2(_tileHoldingUs.aimDirection.y, _tileHoldingUs.aimDirection.x) * Mathf.Rad2Deg; transform.localRotation = Quaternion.Euler(0, 0, aimAngle); } else { _sprite.transform.localPosition = Vector3.zero; } updateSpriteSorting(); }
/// <summary> /// return 1 means lhs > rhs, so lhs will be AFTER rhs /// DESCENT order by depth/sortOrderPriority/sortingLayer/sortingOrder/depth/distance /// </summary> /// <param name="lhs"></param> /// <param name="rhs"></param> /// <returns></returns> private static int RaycastComparer(RaycastResult lhs, RaycastResult rhs) { if (lhs.module != rhs.module) { if (lhs.module.eventCamera != null && rhs.module.eventCamera != null && lhs.module.eventCamera.depth != rhs.module.eventCamera.depth) { /* * if (lhs.module.eventCamera.depth < rhs.module.eventCamera.depth) * return 1; * if (lhs.module.eventCamera.depth == rhs.module.eventCamera.depth) * return 0; * return -1; */ // descent order with depth return(rhs.module.eventCamera.depth.CompareTo(lhs.module.eventCamera.depth)); } if (lhs.module.sortOrderPriority != rhs.module.sortOrderPriority) { return(rhs.module.sortOrderPriority.CompareTo(lhs.module.sortOrderPriority)); } if (lhs.module.renderOrderPriority != rhs.module.renderOrderPriority) { return(rhs.module.renderOrderPriority.CompareTo(lhs.module.renderOrderPriority)); } } if (lhs.sortingLayer != rhs.sortingLayer) { var rid = SortingLayer.GetLayerValueFromID(rhs.sortingLayer); var lid = SortingLayer.GetLayerValueFromID(lhs.sortingLayer); return(rid.CompareTo(lid)); } if (lhs.sortingOrder != rhs.sortingOrder) { return(rhs.sortingOrder.CompareTo(lhs.sortingOrder)); } if (lhs.depth != rhs.depth) { return(rhs.depth.CompareTo(lhs.depth)); } if (lhs.distance != rhs.distance) { return(rhs.distance.CompareTo(lhs.distance)); } return(lhs.index.CompareTo(rhs.index)); }
public void SetSortingLayer(SortingLayer layer) { SetSortingLayerName(transform, layers[(int)layer].sortingLayerName); Vector3 pos = transform.localPosition; pos.z = layers[(int)layer].zValue; transform.localPosition = pos; }
public void SortAllDeepFrom(SortingLayer sortingLayer) { SetDeepStaticOrder(gameObject, sortingLayer.SortingLayerId); SetDeepDeltaOrder(gameObject, sortingLayer.SortingOrder); }