[飞升]=====细节调整

dev_chengFeng
wangzhenxing 2022-01-19 16:57:17 +08:00
parent 109648ae93
commit 6ef00a4498
3 changed files with 5 additions and 5 deletions

View File

@ -827,7 +827,7 @@ function this.SingleHeroDataShow(_go, _heroData)
starSize = Vector2.New(60,57) starSize = Vector2.New(60,57)
end end
SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale) SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
local effect=SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder,1,3) local effect=SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder,1,4)
if effect then if effect then
local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer)) local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
for key, value in pairs(meshs2:ToTable()) do for key, value in pairs(meshs2:ToTable()) do

View File

@ -429,7 +429,7 @@ function this.GetSkillsData()
heroSkill.Skilltips = nil heroSkill.Skilltips = nil
local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
if OpenPassiveSkillRules then if OpenPassiveSkillRules then
local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId) local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
heroSkill.Name = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum heroSkill.Name = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum

View File

@ -80,7 +80,7 @@ function RoleListPanel:InitComponent()
if not this.playerInfoView then if not this.playerInfoView then
this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform) this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true -- this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
--this.playerInfoView.overrideSorting=true --this.playerInfoView.overrideSorting=true
end end
this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform) this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
@ -182,8 +182,8 @@ function this:OnSortingOrderChange()
-- -- 头像层级 -- -- 头像层级
if this.playerInfoView then if this.playerInfoView then
this.playerInfoView:SetLayer(self.sortingOrder+2) --this.playerInfoView:SetLayer(self.sortingOrder+2)
SetParticleSortLayer(this.playerInfoView,self.sortingOrder+2) --SetParticleSortLayer(this.playerInfoView,self.sortingOrder+2)
end end
-- if this.UpView then -- if this.UpView then
-- SetParticleSortLayer(this.UpView,self.sortingOrder+2) -- SetParticleSortLayer(this.UpView,self.sortingOrder+2)