Flash now relegated to its own layer

This commit is contained in:
Jenny Crowe 2022-03-07 17:21:27 -07:00
parent bc24be8a95
commit 71d7f1323f
5 changed files with 5 additions and 3 deletions

View file

@ -138,7 +138,7 @@ Camera:
m_Depth: -1
m_CullingMask:
serializedVersion: 2
m_Bits: 535
m_Bits: 2583
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0

View file

@ -62,6 +62,7 @@ namespace RhythmHeavenMania
sp.color = Color.black;
sp.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
sp.sortingOrder = 30000;
gameObject.layer = LayerMask.NameToLayer("Flash");
GameObject fade = new GameObject();
this.fade = fade.AddComponent<Games.Global.Flash>();

View file

@ -27,6 +27,7 @@ namespace RhythmHeavenMania.Games.Global
private void Start()
{
this.gameObject.transform.SetParent(GameManager.instance.gameObject.transform);
gameObject.layer = LayerMask.NameToLayer("Flash");
this.gameObject.transform.localScale = new Vector3(1, 1);
spriteRenderer = this.gameObject.AddComponent<SpriteRenderer>();

View file

@ -39,7 +39,7 @@ GraphicsSettings:
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_CustomRenderPipeline: {fileID: 11400000, guid: 101cb6f0eda36514fa0bb49e41c8fae1, type: 2}
m_CustomRenderPipeline: {fileID: 0}
m_TransparencySortMode: 0
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
m_DefaultRenderingPath: 1

View file

@ -16,7 +16,7 @@ TagManager:
- EventProperties
- RenderTextures
- 3DDefault
-
- Flash
-
-
-