【山河社稷图】特效层级调整

dev_chengFeng
zhangqiang 2021-05-27 23:20:09 +08:00
parent 9922678210
commit 4bfbd360dd
3 changed files with 18 additions and 12 deletions

View File

@ -72,12 +72,14 @@ function FightLevelSingleChapterPanel:OnSortingOrderChange()
--特效层级重设
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
end
end
if levelListEffect and #levelListEffect > 0 then
for i=1,#levelListEffect do
Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1)
end
sortingOrder = self.sortingOrder
end
@ -189,9 +191,11 @@ function this.SetSingleLevel(levelDatas)
UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
for j = 1, 3 do
Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
end
Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
prb1:SetActive(true)
Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and LevleTitleBg[1] or LevleTitleBg[2])

View File

@ -102,9 +102,9 @@ function this:ShoeCondition()
this.isFirstEffect:SetActive(fightLevelData.isFirst)
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], sortingOrder + 1)
end
LogYellow("sortingOrder "..sortingOrder)
end
for i = 1, math.max(#condition, #conditionGo) do
local go = conditionGo[i]
@ -149,16 +149,16 @@ function this:FormationAdapter()
end
function this:OnSortingOrderChange(_sortingOrder)
LogYellow("_sortingOrder ".._sortingOrder)
for i = 1, #heroListGo do
Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
Util.SetParticleSortLayer(heroListGo[i], _sortingOrder + 1)
end
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
-- Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
Util.SetParticleSortLayer(starListEffect[i], _sortingOrder + 1)
end
sortingOrder = _sortingOrder
LogYellow("sortingOrder "..sortingOrder)
end
end

View File

@ -321,7 +321,8 @@ function this.FightLevelShow()
this.isFirstEffect:SetActive(curBattlefightLevelData.isFirst)
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
end
end
for i = 1, math.max(#condition, #conditionGo) do
@ -383,7 +384,8 @@ function RewardItemPopup:OnSortingOrderChange()
end
if starListEffect and #starListEffect > 0 then
for i=1,#starListEffect do
Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
end
sortingOrder = self.sortingOrder
end