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