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Merge pull request #113 from tsekenrick/tsekenrick
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Minor tweaks to layering for card state transitions in mul phase
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tsekenrick committed May 8, 2019
2 parents 86a76d1 + 1a87db0 commit 1ff3ce1
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Showing 3 changed files with 8 additions and 9 deletions.
6 changes: 3 additions & 3 deletions Assets/Prefabs/Card.prefab
Expand Up @@ -144,9 +144,9 @@ SpriteRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -84788881
m_SortingLayer: 3
m_SortingOrder: 0
m_SortingLayerID: 1973838493
m_SortingLayer: 5
m_SortingOrder: 5
m_Sprite: {fileID: 21300000, guid: b3f166529d9f7d44895035252839e548, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
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6 changes: 3 additions & 3 deletions Assets/Scenes/Prototype.unity
Expand Up @@ -5027,8 +5027,8 @@ SpriteRenderer:
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: -84788881
m_SortingLayer: 3
m_SortingLayerID: 1973838493
m_SortingLayer: 5
m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: ad687274ac8e6864cbf19c1a7300188a, type: 3}
m_Color: {r: 0.5801887, g: 0.9840577, b: 1, a: 1}
Expand All @@ -5050,7 +5050,7 @@ Transform:
m_GameObject: {fileID: 184089025}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: -0.78, z: -0.1}
m_LocalScale: {x: 1.0536176, y: 1.0536176, z: 1.0536176}
m_LocalScale: {x: 1.05, y: 1.05, z: 1.05}
m_Children: []
m_Father: {fileID: 1603316816}
m_RootOrder: 2
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5 changes: 2 additions & 3 deletions Assets/Scripts/Card.cs
Expand Up @@ -270,9 +270,9 @@ public class Card : MonoBehaviour
if(board.overlayActive) return;

if(curState == CardState.InHand) {
cardParts[5].sortingOrder = 0;
cardParts[5].sortingOrder = 5;
foreach(SpriteRenderer sr in cardParts) sr.sortingLayerName = "UI Low";
foreach(TextMeshPro tmp in textParts) tmp.sortingOrder = 3;
foreach(TextMeshPro tmp in textParts) tmp.sortingOrder = 0;
DOTween.Pause("zoomIn");
tweenSequence.Append(tr.DOScale(Vector3.one, .1f));
}
Expand All @@ -297,7 +297,6 @@ public class Card : MonoBehaviour
cardParts[5].enabled = true;
cardParts[5].sortingOrder = 15;
// FMOD Card Select Event

sm.PlaySound(sm.selectSound);
}
else if(board.toMul.Contains(this.gameObject) && !board.lockedHand.Contains(this.gameObject)) {
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