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m_AdditionalShaderChannelsFlag: 0 - m_SortingLayerID: 0 - m_SortingOrder: 0 - m_TargetDisplay: 0 ---- !u!114 &3806658637194856291 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 8237456443914175765} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 1301386320, guid: f70555f144d8491a825f0804e09c671c, type: 3} - m_Name: - m_EditorClassIdentifier: - m_IgnoreReversedGraphics: 1 - m_BlockingObjects: 0 - m_BlockingMask: - serializedVersion: 2 - m_Bits: 4294967295 --- !u!1 &8265543407237473390 GameObject: m_ObjectHideFlags: 0 @@ -221211,8 +220899,6 @@ GameObject: serializedVersion: 6 m_Component: - component: {fileID: 3198430005102515251} - - component: {fileID: 7630528602242784194} - - component: {fileID: 6893562024111637853} m_Layer: 5 m_Name: 3 m_TagString: Untagged @@ -221240,44 +220926,6 @@ RectTransform: m_AnchoredPosition: {x: 227, y: 448.99994} m_SizeDelta: {x: 100, y: 100} m_Pivot: {x: 0.5, y: 0.5} ---- !u!223 &7630528602242784194 -Canvas: - 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m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 9114857483435984912} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 1301386320, guid: f70555f144d8491a825f0804e09c671c, type: 3} - m_Name: - m_EditorClassIdentifier: - m_IgnoreReversedGraphics: 1 - m_BlockingObjects: 0 - m_BlockingMask: - serializedVersion: 2 - m_Bits: 4294967295 --- !u!1 &9172718403482092365 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua index 46238437d5..1369ae3c90 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/BattleManager.lua @@ -990,7 +990,7 @@ function this.LoadAsset(path, battleSorting) UIManager.DoLanguageCheck(this.spLoader, go) local layer = tonumber(go.name) or 0 battleSorting = battleSorting or BattleManager.GetBattleSorting() - Util.AddParticleSortLayer(go, battleSorting - layer) + Util.SetParticleSortLayer(go, battleSorting)-- - layer) go.name = tostring(battleSorting) return go end diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua index 28ca7fd2ae..14bf957da2 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/BuffCtrl.lua @@ -106,19 +106,19 @@ function BuffCtrl:AddBuffEffect(buffName, isTrigger, offset) end -- if not self.BuffEffectList[buffName].node then - local sortingOrder - if self.owner.camp == 0 then - sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder - --混乱特效因为贴图不显示特殊处理 - if buffName=="TongYong_Effect_buff_hunluan_1" then - sortingOrder=sortingOrder+1 - end - end - --混乱特效因为贴图不显示特殊处理 - if sortingOrder==nil and buffName=="TongYong_Effect_buff_hunluan_1" then - sortingOrder=BattleManager.GetBattleSorting()+1 - end - local node = BattleManager.LoadAsset(buffName, sortingOrder) + local sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder + -- if self.owner.camp == 0 then + -- sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder + -- --混乱特效因为贴图不显示特殊处理 + -- if buffName=="TongYong_Effect_buff_hunluan_1" then + -- sortingOrder=sortingOrder+1 + -- end + -- end + -- --混乱特效因为贴图不显示特殊处理 + -- if sortingOrder==nil and buffName=="TongYong_Effect_buff_hunluan_1" then + -- sortingOrder=BattleManager.GetBattleSorting()+1 + -- end + local node = BattleManager.LoadAsset(buffName, sortingOrder - 1) -- buff特效比血条低一个层级 -- node.transform:SetParent(self.RootPanel.transform) -- node.transform.localScale = Vector3.one node.transform:SetParent(self.owner.GameObject.transform) diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua index 3242b71337..5dd8050b5a 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/EnemyView.lua @@ -74,12 +74,15 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId) Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition=Vector3.New(-77,-180,0) end -- + self.liveRoot = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_"..position) + self.liveRoot:GetComponent("Canvas").overrideSorting = true + -- self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero) self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic") self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform") self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true) self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000) - self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.EnemyPanel, "live_"..position)) + self.RoleLiveGO.transform:SetParent(self.liveRoot.transform) self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5 self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75 self.RoleLiveGO:SetActive(true) @@ -101,7 +104,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId) self.RoleLiveGO2:SetActive(false) -- 阴影 - self.shadow = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_"..position.."/shadow") + self.shadow = Util.GetGameObject(self.liveRoot, "shadow") self.shadow:SetActive(true) -- 死亡特凶啊 @@ -126,6 +129,10 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId) self.LastBuffFloatingTime = Time.realtimeSinceStartup self.BuffFloatingCount = 0 + -- 层级设置 + local battleSorting = BattleManager.GetBattleSorting() + self:ChangeCardSorting(battleSorting) + -- 飘字管理 self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject) -- buff管理 @@ -175,19 +182,25 @@ end -- function EnemyView:OnSortingOrderChange(battleSorting) + self:ChangeCardSorting(battleSorting) end -- 改变卡牌层级 function EnemyView:ChangeCardSorting(sortingOrder) + -- 重计算层级 + local pos = (self.role.position + 2) % 6 + 1 + local sort = sortingOrder + pos + -- if not self.oSortingOrder then self.oSortingOrder = BattleManager.GetBattleSorting() end - self.GameObject:GetComponent("Canvas").sortingOrder = sortingOrder - self.effect_rage:GetComponent("Canvas").sortingOrder = sortingOrder - self.effect_dead:GetComponent("Canvas").sortingOrder = sortingOrder - Util.AddParticleSortLayer(self.effect_rage, sortingOrder - self.oSortingOrder) - Util.AddParticleSortLayer(self.effect_dead, sortingOrder - self.oSortingOrder) - self.oSortingOrder = sortingOrder + self.liveRoot:GetComponent("Canvas").sortingOrder = sort + self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加2 + self.effect_rage:GetComponent("Canvas").sortingOrder = sort + self.effect_dead:GetComponent("Canvas").sortingOrder = sort + Util.AddParticleSortLayer(self.effect_rage, sort - self.oSortingOrder) + Util.AddParticleSortLayer(self.effect_dead, sort - self.oSortingOrder) + self.oSortingOrder = sort end function EnemyView:Update() diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua index 92b663699c..f54f3c5271 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/PlayerView.lua @@ -93,17 +93,20 @@ function PlayerView:onCreate(go, role, position, root) -- zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName) -- end -- 阴影 - self.shadow = Util.GetGameObject(self.RootPanel.PlayerPanel, "live_"..position.."/shadow") + self.liveRoot = Util.GetGameObject(self.RootPanel.PlayerPanel, "live_"..position) + self.liveRoot:GetComponent("Canvas").overrideSorting = true + + self.shadow = Util.GetGameObject(self.liveRoot, "shadow") self.shadow:SetActive(true) self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero) - self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic") self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform") - self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true) + self.RoleLiveGOTran:SetParent(self.liveRoot.transform) + self.RoleLiveGOTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5 + self.RoleLiveGOTran.localScale = Vector3.one * self.enemy_liveScale self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000) + self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic") + self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true) --self.RootPanel.PlayerPanel, "live_"..position - self.RoleLiveGO.transform:SetParent(Util.GetTransform(self.RootPanel.PlayerPanel, "live_"..position)) - self.RoleLiveGO:GetComponent("RectTransform").anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2])-- * 0.5 - self.RoleLiveGO.transform.localScale = Vector3.one * self.enemy_liveScale self.RoleLiveGO:SetActive(true) @@ -153,9 +156,9 @@ function PlayerView:onCreate(go, role, position, root) self.rageText.text = "" self.lvHpObj=Util.GetGameObject(go, "lvObj") if position<=3 then - self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,485,0) + self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,385,0) else - self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,0,0) + self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,-100,0) end -- 伤害文字显示 self.LastBuffFloatingTime = Time.realtimeSinceStartup @@ -163,7 +166,7 @@ function PlayerView:onCreate(go, role, position, root) -- 层级设置 local battleSorting = BattleManager.GetBattleSorting() - self:ChangeCardSorting(battleSorting + position) + self:ChangeCardSorting(battleSorting) -- 飘字管理 self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject) @@ -204,7 +207,7 @@ end -- function PlayerView:OnSortingOrderChange(battleSorting) - self:ChangeCardSorting(battleSorting + self.role.position) + self:ChangeCardSorting(battleSorting) end -- type==1 增加 @@ -220,16 +223,21 @@ end -- 改变卡牌层级 function PlayerView:ChangeCardSorting(sortingOrder) + -- 重计算层级 + local pos = self.role.position + local sort = sortingOrder + pos + if not self.oSortingOrder then self.oSortingOrder = BattleManager.GetBattleSorting() end - self.GameObject:GetComponent("Canvas").sortingOrder = sortingOrder - self.effect_rage:GetComponent("Canvas").sortingOrder = sortingOrder - self.effect_dead:GetComponent("Canvas").sortingOrder = sortingOrder - Util.AddParticleSortLayer(self.effect_rage, sortingOrder - self.oSortingOrder) - Util.AddParticleSortLayer(self.effect_dead, sortingOrder - self.oSortingOrder) - Util.SetParticleSortLayer(self.starGrid, sortingOrder + 1) - self.oSortingOrder = sortingOrder + self.liveRoot:GetComponent("Canvas").sortingOrder = sort + self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加一 + self.effect_rage:GetComponent("Canvas").sortingOrder = sort + self.effect_dead:GetComponent("Canvas").sortingOrder = sort + Util.AddParticleSortLayer(self.effect_rage, sort - self.oSortingOrder) + Util.AddParticleSortLayer(self.effect_dead, sort - self.oSortingOrder) + Util.SetParticleSortLayer(self.starGrid, sort + 3) + self.oSortingOrder = sort end function PlayerView:Update() @@ -422,8 +430,8 @@ function PlayerView:OnSkillEnd() if not self.GameObject then return end - local battleSorting = BattleManager.GetBattleSorting() - self:ChangeCardSorting(battleSorting + self.role.position) + -- local battleSorting = BattleManager.GetBattleSorting() + -- self:ChangeCardSorting(battleSorting) -- self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform) --local cardRenderMat = self.liveRender.material --cardRenderMat:SetInt("_IsMask", 1) @@ -597,10 +605,11 @@ function PlayerView:DOHitEffect(time, func) end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time) end) -- 震动 - self.GameObject.transform.parent:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function () - if self.GameObject then - self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221) - end + self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function () + self.RoleLiveGOTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] ) + -- if self.GameObject then + -- self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221) + -- end -- 恢复大小 self:DoScale(1, 0.1) -- 回调 diff --git a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua index 349548914e..47b269a902 100644 --- a/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua +++ b/Assets/ManagedResources/~Lua/Modules/Battle/View/Unit/SkillCaster.lua @@ -450,7 +450,7 @@ function SkillCaster:CheckSkillForoleEffect(combat, skill) if combat.BeforeEffectType == 1 then if self.owner.role.type == BattleUnitType.Role then local sortingOrder - if self.owner.cam == 0 then + if self.owner.camp == 0 then sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder else sortingOrder = BattleManager.GetBattleSorting() + 20