From 4bfbd360dd4556f2b149d3a387b30b2d574f075e Mon Sep 17 00:00:00 2001 From: zhangqiang <657634622@qq.com> Date: Thu, 27 May 2021 23:20:09 +0800 Subject: [PATCH] =?UTF-8?q?=E3=80=90=E5=B1=B1=E6=B2=B3=E7=A4=BE=E7=A8=B7?= =?UTF-8?q?=E5=9B=BE=E3=80=91=E7=89=B9=E6=95=88=E5=B1=82=E7=BA=A7=E8=B0=83?= =?UTF-8?q?=E6=95=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../FightLevel/FightLevelSingleChapterPanel.lua | 12 ++++++++---- .../View/FightLevelInfoPopup_MainLevel.lua | 12 ++++++------ .../~Lua/Modules/Popup/RewardItemPopup.lua | 6 ++++-- 3 files changed, 18 insertions(+), 12 deletions(-) diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua index f47e58ab39..46b8b38488 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/FightLevelSingleChapterPanel.lua @@ -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]) diff --git a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua index 34d7ffa71a..790d6dcd26 100644 --- a/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua +++ b/Assets/ManagedResources/~Lua/Modules/FightLevel/View/FightLevelInfoPopup_MainLevel.lua @@ -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 diff --git a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua index 43d5de0d6f..1ac5355044 100644 --- a/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua +++ b/Assets/ManagedResources/~Lua/Modules/Popup/RewardItemPopup.lua @@ -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