萌妖层级修改

This commit is contained in:
GL 2024-12-25 14:54:06 +08:00
parent 587f8bf66c
commit 19f6a980d0
6 changed files with 59 additions and 8 deletions

View File

@ -614,7 +614,7 @@ SpriteRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: 5a21d33cca7048a46aed91d4e3e32ec3, type: 3}
m_Sprite: {fileID: 21300000, guid: aa6f66265746cb041bbfdf887abe64f9, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
@ -637,6 +637,7 @@ GameObject:
- component: {fileID: 4205844203331515742}
- component: {fileID: 9162732182785843388}
- component: {fileID: 8475889323091750017}
- component: {fileID: 7780224884041102910}
m_Layer: 5
m_Name: myCanva
m_TagString: Untagged
@ -728,6 +729,17 @@ MonoBehaviour:
m_BlockingMask:
serializedVersion: 2
m_Bits: 4294967295
--- !u!210 &7780224884041102910
SortingGroup:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6362446851701897971}
m_Enabled: 1
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
--- !u!1 &7634432846538185418
GameObject:
m_ObjectHideFlags: 0

View File

@ -562,8 +562,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: b8d04d25bab1a3541925d4cc205ad1d8, type: 3}
m_Name:
m_EditorClassIdentifier:
retbutton: {fileID: 0}
ClosureObj: {fileID: 0}
role: {fileID: 8433650274028726420}
fun: {fileID: 0}
DamageUp: 1
AttackRange: 1
AttackCooldown: 1
@ -571,3 +572,4 @@ MonoBehaviour:
NumberOfBullets: 1
SpeedOfBullets: 1
CritRate: 1
DamageOfSky: 1

View File

@ -449,6 +449,7 @@ MonoBehaviour:
retbutton: {fileID: 0}
ClosureObj: {fileID: 0}
id: M_S_001
Name:
camp: 0
hp: 100
dieIndex: -1
@ -458,6 +459,15 @@ MonoBehaviour:
_Canvas: {fileID: 0}
spriteRenderers: {fileID: 0}
HurtDirectin: 0
Quality:
Elements:
Info:
SkillId:
AttackType:
AttackActionType:
AttackCD: 0
CritRate: 0
CriticalHitRateBonus: 0
gold: 10
MaxAttack: 10
MinAttack: 10

View File

@ -158,6 +158,8 @@ MonoBehaviour:
role: {fileID: 8433650274028726420}
panelPrefab: {fileID: 8782491854383104488, guid: 61ffa7d22a51b1e48a3495af66e30de0, type: 3}
attackRange: {fileID: 681042887138380540}
isShowPanel: 0
instantiatedPanel: {fileID: 0}
--- !u!1 &6070656209494785206
GameObject:
m_ObjectHideFlags: 0
@ -363,6 +365,7 @@ MonoBehaviour:
animator: {fileID: 9037670100243302216}
fireAni: {fileID: 0}
BulletStartPos: {fileID: 2562350995381512747}
AttackSpeed: 1
direction: {x: 0, y: 0}
--- !u!58 &1338343970434073545
CircleCollider2D:
@ -446,6 +449,7 @@ MonoBehaviour:
retbutton: {fileID: 0}
ClosureObj: {fileID: 0}
id: 0
Name:
camp: 0
hp: 100
dieIndex: -1
@ -455,7 +459,18 @@ MonoBehaviour:
_Canvas: {fileID: 0}
spriteRenderers: {fileID: 0}
HurtDirectin: 0
Quality:
Elements:
Info:
SkillId:
AttackType:
AttackActionType:
AttackCD: 0
CritRate: 0
CriticalHitRateBonus: 0
gold: 10
MaxAttack: 10
MinAttack: 10
physicalArmor: 10
magicArmor: 5
Navigation: {fileID: 0}
@ -467,6 +482,9 @@ MonoBehaviour:
mycollider: {fileID: 1338343970434073545}
attackClass: {fileID: 7276635428522831207}
CurrentIndex: 0
hitIndex: 2
normalIndex: 0
isHit: 0
enemyId:
moveSpeed: 0
harmNumber: 0

View File

@ -89,14 +89,14 @@ public class SpawnPool : Base
}
public void UpdateNodeList()
{
// 获取所有带有 SortingGroup 组件的物体
// 获取所有带有 SortingGroup 组件的敌人对象
List<GameObject> gameObjectsList = new List<GameObject>();
foreach (GameObject go in Enemys)
{
// 获取该物体上的 SortingGroup 组件
SortingGroup sortingGroup = go.GetComponent<SortingGroup>();
if (sortingGroup != null&&go.activeSelf)
if (sortingGroup != null && go.activeSelf)
{
// 添加到列表中
gameObjectsList.Add(go);
@ -106,19 +106,28 @@ public class SpawnPool : Base
// 按照 y 轴排序
gameObjectsList.Sort((a, b) => a.transform.position.y.CompareTo(b.transform.position.y));
// 设置 SortingGroup 的 sortingOrder
// 设置 SortingGroup 和子 Canvas 的 sortingOrder
for (int i = 0; i < gameObjectsList.Count; i++)
{
SortingGroup sortingGroup = gameObjectsList[i].GetComponent<SortingGroup>();
if (sortingGroup != null)
{
// 设置 sortingOrder 来决定显示的层级
sortingGroup.sortingOrder = gameObjectsList.Count - i+2;
// 计算排序顺序
int order = gameObjectsList.Count - i + 2;
sortingGroup.sortingOrder = order;
// 获取子 Canvas 并设置其 sortingOrder
Canvas canvas = gameObjectsList[i].GetComponentInChildren<Canvas>();
if (canvas != null)
{
canvas.sortingOrder = order;
}
}
}
}
void Update()
{
if (IsStartGet)

View File

@ -84,7 +84,7 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD
MengyaoInfo.Instance.mengyaoIdToRole.Add(mY.GetComponent<Role>().id, mY);
SpawnPool.intance.Enemys.Add(mY);//存入图层排序的数组
this.enabled = false;
cardBox.instance.ChangeInPlaceNumber(1);
mask.SetActive(true);