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)