/// <summary> /// Sorts the depth objects by depth, rendering those with lower values first /// </summary> /// <param name="first"></param> /// <param name="second"></param> /// <returns></returns> private int SortObjects(DepthObject first, DepthObject second) { if (first.Depth < second.Depth) { return(-1); } else if (first.Depth > second.Depth) { return(1); } return(0); }
int Compare(DepthObject d0, DepthObject d1) { float d0x = d0.transform.position.x; float d0y = d0.transform.position.y; float d1x = d1.transform.position.x; float d1y = d1.transform.position.y; if (d0y != d1y) { return(d0y.CompareTo(d1y)); } return(d0x.CompareTo(d1x)); }
public void Unregister(DepthObject depthObject) { _objects.Remove(depthObject); }
public void Register(DepthObject depthObject) { _objects.Add(depthObject); }