-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathDepthProps.cs
More file actions
82 lines (59 loc) · 1.76 KB
/
DepthProps.cs
File metadata and controls
82 lines (59 loc) · 1.76 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DepthProps : MonoBehaviour
{
public string initialLayer;
public int initialOrder;
public bool depthChanging = true;
public string finalLayer;
public int finalOrder;
public SpriteRenderer spriteRenderer;
public GameObject player;
// Start is called before the first frame update
void Start()
{
if (player == null) {
player = GameObject.Find("Player");
}
if(spriteRenderer == null)
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
initialOrder = spriteRenderer.sortingOrder;
finalOrder = spriteRenderer.sortingOrder;
StopAllCoroutines();
StartCoroutine(depthChange());
}
// Update is called once per frame
void OnEnable()
{
StopAllCoroutines();
StartCoroutine(depthChange());
}
public IEnumerator depthChange()
{
if (spriteRenderer == null)
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
if (player == null)
{
player = GameObject.Find("Player");
}
while (depthChanging)
{
if(transform.position.y < player.transform.position.y)
{
spriteRenderer.sortingLayerName = finalLayer;
spriteRenderer.sortingOrder = finalOrder;
}
else
{
spriteRenderer.sortingLayerName = initialLayer;
spriteRenderer.sortingOrder = initialOrder;
}
yield return new WaitForSeconds(0.25f);
}
}
}