diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua index 25494120a4..91b1e5095f 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua @@ -377,6 +377,8 @@ function SkillCaster:CheckSkillForoleEffect(combat, skill) local sortingOrder if self.owner.cam == 0 then sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder + else + sortingOrder = BattleManager.GetBattleSorting() + 20 end go = BattleManager.LoadAsset(path, sortingOrder) go.transform:SetParent(self.owner.GameObject.transform) @@ -413,12 +415,11 @@ end -- 检测技能命中特效显示 function SkillCaster:CheckSkillHitEffect(checkType, combat, skill) if not combat then return end - if checkType == "skill" then -- 释放技能时检测,如果是范围命中效果 if combat.HitEffectType == 2 and combat.Hit then local targets = skill:GetDirectTargets() - if not targets or not targets[1] or targets[1]:IsDead() then return end + if not targets or not targets[1] then return end -- or targets[1]:IsDead() 删除了死亡的判断,会偶现被击特效不显示的问题 local tv = self.owner.RootPanel.GetRoleView(targets[1]) if not tv then return end @@ -430,7 +431,7 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill) -- 特效的偏移量 local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero - local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or nil + local sortingOrder = tv.role.camp == 0 and tv.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20 local go = BattleManager.LoadAsset(combat.Hit, sortingOrder) go.transform:SetParent(self.effectRoot.transform) -- 检测特效旋转 @@ -448,7 +449,7 @@ function SkillCaster:CheckSkillHitEffect(checkType, combat, skill) if combat.HitEffectType == 1 and combat.Hit then local offset = combat.HitOffset and Vector3.New(combat.HitOffset[1], combat.HitOffset[2], 0) or Vector3.zero - local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or nil + local sortingOrder = self.owner.role.camp == 0 and self.owner.GameObject:GetComponent("Canvas").sortingOrder + 21 or BattleManager.GetBattleSorting() + 20 local go2 = BattleManager.LoadAsset(combat.Hit, sortingOrder) go2.transform:SetParent(self.owner.GameObject.transform.parent) -- 检测特效旋转