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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

[ExecuteInEditMode]
public class TestFakeHeight : MonoBehaviour
{
	[SerializeField] private Transform m_Shadow;

	public float height { get { return m_Height; } set { m_Height = value; } }
	[SerializeField] private float m_Height; // current fake height 

	public float x
	{
		get
		{
			return transform.position.x; 
		}

		set
		{
			Vector3 pos = transform.position;
			pos.x = value;
			transform.position = pos; 
		}
	}

	public float y
	{
		get
		{
			return transform.position.y - m_Height;
		}
		set
		{
			Vector3 pos = transform.position;
			pos.y = value + m_Height;
			transform.position = pos;
		}
	}

	public Vector3 position
	{
		get
		{
			Vector3 pos = new Vector3(x, y, height);
			return pos;
		}
	}

	public Vector2 positionOnGround
	{
		get
		{
			Vector2 pos = new Vector2(x, y);
			return pos;
		}
		set
		{
			x = value.x;
			y = value.y;
		}
	}

	private float m_PreHeight;

	private SpriteRenderer m_SpriteRenderer;

	private void OnEnable()
	{
		m_SpriteRenderer = GetComponent<SpriteRenderer>();
	}

	private void Start()
	{
		m_PreHeight = 0;
		Project();
	}

	void Project()
	{
		Vector3 pos = transform.position;

		pos.y = pos.y - m_PreHeight + m_Height;
		transform.position = pos;

		if (m_Shadow != null)
		{
			m_Shadow.position = new Vector3(transform.position.x, transform.position.y - m_Height, transform.position.z);
		}

		m_PreHeight = m_Height;

		// ¸ù¾ÝyÉèÖÃsortOrder 
		m_SpriteRenderer.sortingOrder = (int)(-y * 100);
	}

	void Update()
    {
		Project();
	}

#if UNITY_EDITOR

	private void OnDrawGizmos()
	{
		// dash line 
		Vector3 start = transform.position;
		Vector3 end = start - new Vector3(0, m_Height, 0);

		Handles.DrawDottedLine(start, end, 1f);
		Handles.DrawWireCube(end, new Vector3(0.1f, 0.1f, 0f));

	}

#endif

}