using UnityEngine;
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using System.Collections;
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using System;
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public static class LayerUtility
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{
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public static readonly int DefaultLayer = LayerMask.NameToLayer("Default");
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public static readonly int DefaultMask = 1 << DefaultLayer;
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public static readonly int GroundLayer = LayerMask.NameToLayer("Ground");
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public static readonly int GroundMask = 1 << GroundLayer;
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public static readonly int Wall = LayerMask.NameToLayer("Wall");
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public static readonly int WallMask = 1 << Wall;
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public static readonly int UILayer = LayerMask.NameToLayer("UI");
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public static readonly int UIMask = 1 << UILayer;
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public static readonly int DevisableUI = LayerMask.NameToLayer("DevisableUI");
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public static readonly int DevisableUIMask = 1 << DevisableUI;
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public static readonly int UIEffectLayer = LayerMask.NameToLayer("UIEffect");
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public static readonly int UIEffectMask = 1 << UILayer;
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public static readonly int HUDLayer = LayerMask.NameToLayer("HUD");
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public static readonly int HUDMask = 1 << HUDLayer;
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public static readonly int Player = LayerMask.NameToLayer("Player");
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public static readonly int PlayerMask = 1 << Player;
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public static readonly int Monster = LayerMask.NameToLayer("Monster");
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public static readonly int MonsterMask = 1 << Monster;
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public static readonly int TransparentFX = LayerMask.NameToLayer("TransparentFX");
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public static readonly int TransparentFXMask = 1 << TransparentFX;
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public static readonly int Hero = LayerMask.NameToLayer("Hero");
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public static readonly int HeroMask = 1 << Hero;
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public static readonly int MapTrigger = LayerMask.NameToLayer("MapTrigger");
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public static readonly int MapTriggerMask = 1 << MapTrigger;
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public static readonly int Walkble = LayerMask.NameToLayer("WalkbleLayer");
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public static readonly int WalkbleMask = 1 << Walkble;
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public static readonly int BossShow = LayerMask.NameToLayer("BossShow");
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public static readonly int BossShowMask = 1 << BossShow;
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public static readonly int BattleEffectLow = LayerMask.NameToLayer("BattleEffectLow");
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public static readonly int BattleEffectLowMask = 1 << BattleEffectLow;
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public static readonly int BattleEffectMid = LayerMask.NameToLayer("BattleEffectMid");
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public static readonly int BattleEffectMidMask = 1 << BattleEffectMid;
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public static readonly int BattleEffectHigh = LayerMask.NameToLayer("BattleEffectHigh");
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public static readonly int BattleEffectHighMask = 1 << BattleEffectHigh;
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public static readonly int Hide = LayerMask.NameToLayer("Hide");
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public static readonly int HideMask = 1 << Hide;
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public static readonly int MaskShow = LayerMask.NameToLayer("MaskShow");
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public static readonly int MaskShowMask = 1 << MaskShow;
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public static void SetLayer(this GameObject _gameObject, int _layer, bool _recursive)
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{
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if (_gameObject == null)
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{
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return;
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}
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_gameObject.layer = _layer;
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if (_recursive && _gameObject.transform.childCount > 0)
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{
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var childCount = _gameObject.transform.childCount;
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for (var i = 0; i < childCount; i++)
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{
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var child = _gameObject.transform.GetChild(i);
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SetLayer(child.gameObject, _layer, true);
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}
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}
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}
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}
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