[飞升]=====细节调整
parent
109648ae93
commit
6ef00a4498
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@ -827,7 +827,7 @@ function this.SingleHeroDataShow(_go, _heroData)
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starSize = Vector2.New(60,57)
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starSize = Vector2.New(60,57)
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end
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end
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SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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SetHeroStars(this.spLoader, starGrid, star,starType,starSize,starScale)
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local effect=SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder,1,3)
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local effect=SetHeroFlyEffect(go,this.spLoader,heroData.star,this.sortingOrder,1,4)
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if effect then
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if effect then
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local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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local meshs2=effect:GetComponentsInChildren(typeof(UnityEngine.SkinnedMeshRenderer))
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for key, value in pairs(meshs2:ToTable()) do
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for key, value in pairs(meshs2:ToTable()) do
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@ -429,7 +429,7 @@ function this.GetSkillsData()
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heroSkill.Skilltips = nil
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heroSkill.Skilltips = nil
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local OpenPassiveSkillRules = curHeroData.star == HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
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local OpenPassiveSkillRules = curHeroData.star >= HeroManager.awakeNextStarIndex and curHeroData.heroConfig.Awaken or curHeroData.heroConfig.OpenPassiveSkillRules
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if OpenPassiveSkillRules then
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if OpenPassiveSkillRules then
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local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
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local openlists,compoundOpenNum,compoundNum,allUpStarOpenData = HeroManager.GetAllPassiveSkillIds(curHeroData.heroConfig,curHeroData.breakId,curHeroData.upStarId)
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heroSkill.Name = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
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heroSkill.Name = #openlists - compoundOpenNum .."/"..#OpenPassiveSkillRules - compoundNum
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@ -80,7 +80,7 @@ function RoleListPanel:InitComponent()
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if not this.playerInfoView then
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if not this.playerInfoView then
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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this.playerInfoView = SubUIManager.Open(SubUIConfig.PlayerInfoView, this.transform)
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this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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-- this.playerInfoView.gameObject:AddComponent(typeof(UnityEngine.Canvas)).overrideSorting=true
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--this.playerInfoView.overrideSorting=true
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--this.playerInfoView.overrideSorting=true
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end
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end
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this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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this.BtView =SubUIManager.Open(SubUIConfig.BtView, self.gameObject.transform)
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@ -182,8 +182,8 @@ function this:OnSortingOrderChange()
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-- -- 头像层级
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-- -- 头像层级
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if this.playerInfoView then
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if this.playerInfoView then
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this.playerInfoView:SetLayer(self.sortingOrder+2)
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--this.playerInfoView:SetLayer(self.sortingOrder+2)
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SetParticleSortLayer(this.playerInfoView,self.sortingOrder+2)
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--SetParticleSortLayer(this.playerInfoView,self.sortingOrder+2)
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end
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end
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-- if this.UpView then
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-- if this.UpView then
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-- SetParticleSortLayer(this.UpView,self.sortingOrder+2)
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-- SetParticleSortLayer(this.UpView,self.sortingOrder+2)
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