【ID1007750】【优化】青龙秘宝优化
(cherry picked from commit 02d655c394847de7f02bee6345b37988767d8f6e)dev_chengFeng
parent
8cdbef0e70
commit
1c78654a42
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@ -4322,6 +4322,7 @@ GameObject:
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m_Component:
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- component: {fileID: 1918779212796953291}
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- component: {fileID: 1918779212796953290}
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- component: {fileID: 929416685835704539}
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m_Layer: 5
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m_Name: treasureList
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m_TagString: Untagged
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@ -4357,6 +4358,35 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1918779212796953288}
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m_CullTransparentMesh: 0
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--- !u!114 &929416685835704539
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1918779212796953288}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: -765806418, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_Material: {fileID: 2100000, guid: 9f6415c5993d0154eba0d2d3bd1ffe93, type: 2}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_OnCullStateChanged:
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m_PersistentCalls:
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m_Calls: []
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m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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m_Sprite: {fileID: 0}
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m_Type: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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m_FillMethod: 4
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m_FillAmount: 1
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m_FillClockwise: 1
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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--- !u!1 &1918779212887374028
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GameObject:
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m_ObjectHideFlags: 0
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@ -99,6 +99,13 @@ function this:OnShow(_parent,...)
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end
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function this:OnSortingOrderChange(sortingOrder)
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for i, v in pairs(itemsList) do
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for j = 1, #itemsList[i] do
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if itemsList[i][j] and itemsList[i][j].gameObject then
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itemsList[i][j]:SetEffectLayer(sortingOrder)
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end
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end
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end
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Util.SetParticleSortLayer(this.canOpenExtra, sortingOrder)
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Util.SetParticleSortLayer(this.openExtra, sortingOrder)
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end
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@ -277,7 +284,7 @@ function this:SingleTask(rewardItem, rewardSingleData)
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end
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itemsList[rewardItem][i].gameObject:GetComponent("RectTransform").localPosition = Vector3.zero
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itemsList[rewardItem][i].gameObject:SetActive(true)
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itemsList[rewardItem][i]:OnOpen(false, rewardSingleData.Reward[i].item, 0.8, false)
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itemsList[rewardItem][i]:OnOpen(false, rewardSingleData.Reward[i].item, 0.8,false,false,false,sortingOrder)
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SetMask(rewardItem,i,rewardSingleData.Reward[i].type)
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else
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