diff --git a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
index 14c0f622ba..fe1aa76664 100644
--- a/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
+++ b/Assets/ManagedResources/~Lua/Modules/Formation/FormationPanelV2.lua
@@ -252,12 +252,12 @@ end
function this:OnSortingOrderChange()
-- 设置特效
- Util.AddParticleSortLayer(this.effect, self.sortingOrder - orginLayer)
+ Util.AddParticleSortLayer(this.effect, self.sortingOrder - orginLayer+1)
for _,o in pairs(heroListGo) do
- Util.AddParticleSortLayer(o, self.sortingOrder - orginLayer)
+ Util.AddParticleSortLayer(o, self.sortingOrder - orginLayer+1)
end
this.scrollView:ForeachItemGO(function (index, go)
- Util.SetParticleSortLayer(go, self.sortingOrder + 1)
+ Util.SetParticleSortLayer(go, self.sortingOrder + 2)
end)
orginLayer = self.sortingOrder
end
@@ -538,7 +538,7 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
local liveName = heroData.painting
local roleConfig = {}
local toward=0
- local star,starType = heroData.GetStar(3)
+ local star,starType = heroData.GetStar(1)
local level=heroData.lv
if panelType == FORMATION_TYPE.WORLDARENA then
star=endLess[heroData.heroConfig.Id].Star
@@ -594,13 +594,14 @@ function this.SetCardSingleData(o, heroId, _pos, _heroData)
end
end
- if HarmonyManager.IsChangeColor(heroData.dynamicId) then
- lv.text=""..level..""
- elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
- lv.text=""..level..""
- else
- lv.text=level
- end
+ -- if HarmonyManager.IsChangeColor(heroData.dynamicId) then
+ -- lv.text=""..level..""
+ -- elseif HarmonyManager:IsEnvoy(heroData.dynamicId) and HarmonyManager:HongMengTowerUpLimit() >= HarmonyManager.TowerStartLimit then
+ -- lv.text=""..level..""
+ -- else
+ -- lv.text=level
+ -- end
+ lv.text=level
SetCardStars(starGrid,star,starType)
if star > 9 then
kaPaiEffect:SetActive(false)
@@ -958,7 +959,7 @@ function this.SingleHeroDataShow(_go, _heroData)
end
end
- Util.SetParticleSortLayer(go, this.sortingOrder + 1)
+ Util.SetParticleSortLayer(go, this.sortingOrder + 2)
--血量显示
local curHeroHpVal = FormationManager.GetFormationHeroHp(this.curFormationIndex,_heroData.dynamicId)
yuanImage:SetActive(heroData.createtype == 1)