【山河社稷图】特效层级调整
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9922678210
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4bfbd360dd
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@ -72,12 +72,14 @@ function FightLevelSingleChapterPanel:OnSortingOrderChange()
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--特效层级重设
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
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end
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end
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if levelListEffect and #levelListEffect > 0 then
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for i=1,#levelListEffect do
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Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(levelListEffect[i], self.sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(levelListEffect[i], self.sortingOrder + 1)
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end
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sortingOrder = self.sortingOrder
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end
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@ -189,9 +191,11 @@ function this.SetSingleLevel(levelDatas)
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UI_Effect_Kuang_JinSe:SetActive(isOpen == 0 and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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isFarstEffect:SetActive(levelData.isFirst and levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel)
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for j = 1, 3 do
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Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(Util.GetGameObject(isFarstEffect, "Fx_star_looping ("..j..")"),this.sortingOrder + 1)
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end
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Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(UI_Effect_Kuang_JinSe,this.sortingOrder + 1)
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if levelData.config.StageType == FIGHTLEVEL_STAGETYPE.MainLevel then --主关卡
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prb1:SetActive(true)
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Util.GetGameObject(prb1, "nameBg"):GetComponent("Image").sprite = this.spLoader:LoadSprite(isOpen == 0 and LevleTitleBg[1] or LevleTitleBg[2])
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@ -102,9 +102,9 @@ function this:ShoeCondition()
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this.isFirstEffect:SetActive(fightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], sortingOrder + 1)
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end
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LogYellow("sortingOrder "..sortingOrder)
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end
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for i = 1, math.max(#condition, #conditionGo) do
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local go = conditionGo[i]
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@ -149,16 +149,16 @@ function this:FormationAdapter()
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end
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function this:OnSortingOrderChange(_sortingOrder)
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LogYellow("_sortingOrder ".._sortingOrder)
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for i = 1, #heroListGo do
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Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(heroListGo[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(heroListGo[i], _sortingOrder + 1)
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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-- Util.AddParticleSortLayer(starListEffect[i], _sortingOrder - sortingOrder)
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Util.SetParticleSortLayer(starListEffect[i], _sortingOrder + 1)
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end
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sortingOrder = _sortingOrder
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LogYellow("sortingOrder "..sortingOrder)
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end
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end
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@ -321,7 +321,8 @@ function this.FightLevelShow()
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this.isFirstEffect:SetActive(curBattlefightLevelData.isFirst)
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(starListEffect[i], this.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], this.sortingOrder + 1)
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end
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end
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for i = 1, math.max(#condition, #conditionGo) do
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@ -383,7 +384,8 @@ function RewardItemPopup:OnSortingOrderChange()
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end
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if starListEffect and #starListEffect > 0 then
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for i=1,#starListEffect do
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Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
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-- Util.AddParticleSortLayer(starListEffect[i], self.sortingOrder - (sortingOrder - 1))
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Util.SetParticleSortLayer(starListEffect[i], self.sortingOrder + 1)
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end
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sortingOrder = self.sortingOrder
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end
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