fixed layering
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parent
3b1a480f3a
commit
a05047e08b
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@ -179,6 +179,7 @@ GameObject:
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- component: {fileID: 7591110402097765485}
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- component: {fileID: 7211266264008123551}
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- component: {fileID: -9193613041847046406}
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- component: {fileID: -7082706312707440325}
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m_Layer: 0
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m_Name: YellowMonkey
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m_TagString: Untagged
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@ -244,6 +245,18 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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isPink: 0
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monkeyBeat: 0
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--- !u!210 &-7082706312707440325
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SortingGroup:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3151069026564347634}
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m_Enabled: 1
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 50
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--- !u!1 &4343136497418508153
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GameObject:
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m_ObjectHideFlags: 0
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@ -178,7 +178,6 @@ GameObject:
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m_Component:
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- component: {fileID: 2594505700513810575}
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- component: {fileID: 4157700164771259173}
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- component: {fileID: 6295735035881919980}
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m_Layer: 0
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m_Name: watchHole
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m_TagString: Untagged
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@ -224,14 +223,3 @@ Animator:
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m_AllowConstantClipSamplingOptimization: 1
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m_KeepAnimatorStateOnDisable: 0
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m_WriteDefaultValuesOnDisable: 0
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--- !u!210 &6295735035881919980
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SortingGroup:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8325540476350084961}
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m_Enabled: 1
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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@ -25,17 +25,9 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
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private void Awake()
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{
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game = MonkeyWatch.instance;
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int sortIndex = 0;
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bool goDown = false;
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for (int i = 0; i < 60; i++)
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{
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watchHoles.Add(transform.GetChild(i));
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watchHoles[i].GetComponent<SortingGroup>().sortingOrder = sortIndex;
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sortIndex += goDown ? -1 : 1;
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if (sortIndex >= 30)
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{
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goDown = true;
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}
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}
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}
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@ -63,6 +55,9 @@ namespace HeavenStudio.Games.Scripts_MonkeyWatch
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WatchMonkey spawnedMonkey = Instantiate(isPink ? pinkMonkeyRef : yellowMonkeyRef, hole);
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spawnedMonkey.Appear(beat, instant, hole.GetComponent<Animator>(), GetMonkeyAngle(index));
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spawnedMonkey.transform.eulerAngles = Vector3.zero;
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var sortingGroup = spawnedMonkey.GetComponent<SortingGroup>();
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if (index <= 30) sortingGroup.sortingOrder = 50 + watchHoleIndex;
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else sortingGroup.sortingOrder = 50 + watchHoleIndex - (watchHoleIndex - 29);
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currentMonkeys.Add(spawnedMonkey);
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if (currentMonkeys.Count > maxMonkeys)
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{
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