diff --git a/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab b/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab index d05b2a7ec..d6a61d579 100644 --- a/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab +++ b/meng_yao/Assets/Prefabs/charatar/enemy/wood_min.prefab @@ -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 diff --git a/meng_yao/Assets/Prefabs/charatar/laohu.prefab b/meng_yao/Assets/Prefabs/charatar/laohu.prefab index 0895af44e..00d6b6387 100644 --- a/meng_yao/Assets/Prefabs/charatar/laohu.prefab +++ b/meng_yao/Assets/Prefabs/charatar/laohu.prefab @@ -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 diff --git a/meng_yao/Assets/Prefabs/charatar/qi_e.prefab b/meng_yao/Assets/Prefabs/charatar/qi_e.prefab index 0d7221e95..8d87c42c8 100644 --- a/meng_yao/Assets/Prefabs/charatar/qi_e.prefab +++ b/meng_yao/Assets/Prefabs/charatar/qi_e.prefab @@ -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 diff --git a/meng_yao/Assets/Prefabs/charatar/tutu.prefab b/meng_yao/Assets/Prefabs/charatar/tutu.prefab index 1336763ad..ede9521f0 100644 --- a/meng_yao/Assets/Prefabs/charatar/tutu.prefab +++ b/meng_yao/Assets/Prefabs/charatar/tutu.prefab @@ -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 diff --git a/meng_yao/Assets/script/A_Fight/SpawnPool.cs b/meng_yao/Assets/script/A_Fight/SpawnPool.cs index d9c1259f2..aecaf8473 100644 --- a/meng_yao/Assets/script/A_Fight/SpawnPool.cs +++ b/meng_yao/Assets/script/A_Fight/SpawnPool.cs @@ -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 gameObjectsList = new List(); foreach (GameObject go in Enemys) { // 获取该物体上的 SortingGroup 组件 SortingGroup sortingGroup = go.GetComponent(); - 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(); 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(); + if (canvas != null) + { + canvas.sortingOrder = order; + } } } } + void Update() { if (IsStartGet) diff --git a/meng_yao/Assets/script/A_Fight/cardContorl.cs b/meng_yao/Assets/script/A_Fight/cardContorl.cs index c8939b8a4..618b1a3eb 100644 --- a/meng_yao/Assets/script/A_Fight/cardContorl.cs +++ b/meng_yao/Assets/script/A_Fight/cardContorl.cs @@ -84,7 +84,7 @@ public class cardContorl : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndD MengyaoInfo.Instance.mengyaoIdToRole.Add(mY.GetComponent().id, mY); - + SpawnPool.intance.Enemys.Add(mY);//瀛樺叆鍥惧眰鎺掑簭鐨勬暟缁 this.enabled = false; cardBox.instance.ChangeInPlaceNumber(1); mask.SetActive(true);