层级,有点说法
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@ -311,6 +311,7 @@ MonoBehaviour:
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- {fileID: 0}
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- {fileID: 0}
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moveSpeed: 1
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speedFactor: 1
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obj: {fileID: 4703411402842800732}
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--- !u!114 &4703411402755586929
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MonoBehaviour:
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@ -327,6 +328,7 @@ MonoBehaviour:
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retbutton: {fileID: 0}
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ClosureObj: {fileID: 0}
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id: 0
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Name:
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camp: 1
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hp: 100
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dieIndex: 1
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@ -336,7 +338,18 @@ MonoBehaviour:
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_Canvas: {fileID: 4205844203331515742}
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spriteRenderers: {fileID: 4703411402842800734}
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HurtDirectin: 0
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Quality:
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Elements:
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Info:
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SkillId:
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AttackType:
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AttackActionType:
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AttackCD: 0
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CritRate: 0
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CriticalHitRateBonus: 0
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gold: 10
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MaxAttack: 10
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MinAttack: 10
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physicalArmor: 10
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magicArmor: 5
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Navigation: {fileID: 4703411402755586928}
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@ -495,6 +508,8 @@ MonoBehaviour:
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role: {fileID: 4703411402755586929}
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panelPrefab: {fileID: 103310189314411435, guid: 750dbc96a3815eb4c85c7f89c206a43f, type: 3}
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attackRange: {fileID: 0}
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isShowPanel: 0
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instantiatedPanel: {fileID: 0}
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--- !u!1 &4703411402469012869
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GameObject:
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m_ObjectHideFlags: 0
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@ -599,7 +614,7 @@ SpriteRenderer:
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_Sprite: {fileID: 21300000, guid: 97cc9a8eaafc8d24a849cc7f6ceb3b13, type: 3}
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m_Sprite: {fileID: 21300000, guid: 5a21d33cca7048a46aed91d4e3e32ec3, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipY: 0
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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public class ObJPool<T>
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{
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@ -87,17 +88,16 @@ public class SpawnPool : Base
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}
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public void UpdateNodeList()
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{
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// 获取所有带有 SpriteRenderer 组件的子物体
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// 获取所有带有 SortingGroup 组件的物体
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List<GameObject> gameObjectsList = new List<GameObject>();
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foreach (GameObject go in EnemyPool.SurvivalPool)
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{
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// 获取所有子物体中具有 SpriteRenderer 组件的物体
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SpriteRenderer renderer = go.GetComponentInChildren<SpriteRenderer>();
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if (renderer != null)
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// 获取该物体上的 SortingGroup 组件
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SortingGroup sortingGroup = go.GetComponent<SortingGroup>();
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if (sortingGroup != null)
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{
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// 添加到列表中
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//Debug.Log("排序添加--------");
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gameObjectsList.Add(go);
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}
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}
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@ -105,16 +105,14 @@ public class SpawnPool : Base
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// 按照 y 轴排序
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gameObjectsList.Sort((a, b) => a.transform.position.y.CompareTo(b.transform.position.y));
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// 设置 sortingOrder
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// 设置 SortingGroup 的 sortingOrder
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for (int i = 0; i < gameObjectsList.Count; i++)
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{
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SpriteRenderer renderer = gameObjectsList[i].GetComponentInChildren<SpriteRenderer>();
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if (renderer != null)
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SortingGroup sortingGroup = gameObjectsList[i].GetComponent<SortingGroup>();
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if (sortingGroup != null)
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{
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// 设置 sortingOrder 来决定显示的层级
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renderer.sortingOrder = gameObjectsList.Count-i;
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//Debug.Log("排序--------");
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sortingGroup.sortingOrder = gameObjectsList.Count - i;
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}
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}
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}
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