【战斗】护盾特效层级问题优化

dev_chengFeng
gaoxin 2021-11-25 14:46:46 +08:00
parent 336321ebf3
commit b316f54e50
6 changed files with 163 additions and 533 deletions

View File

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@ -180953,7 +180681,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
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m_SizeDelta: {x: 286, y: 460} m_SizeDelta: {x: 286, y: 460}
m_Pivot: {x: 0.5, y: 0} m_Pivot: {x: 0.5, y: 0}
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@ -220743,7 +220471,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: -221.00005} m_AnchoredPosition: {x: 0, y: -121}
m_SizeDelta: {x: 286, y: 460} m_SizeDelta: {x: 286, y: 460}
m_Pivot: {x: 0.5, y: 0} m_Pivot: {x: 0.5, y: 0}
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@ -220850,8 +220578,6 @@ GameObject:
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m_Component: m_Component:
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m_Name: 5 m_Name: 5
m_TagString: Untagged m_TagString: Untagged
@ -220879,44 +220605,6 @@ RectTransform:
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@ -221211,8 +220899,6 @@ GameObject:
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View File

@ -990,7 +990,7 @@ function this.LoadAsset(path, battleSorting)
UIManager.DoLanguageCheck(this.spLoader, go) UIManager.DoLanguageCheck(this.spLoader, go)
local layer = tonumber(go.name) or 0 local layer = tonumber(go.name) or 0
battleSorting = battleSorting or BattleManager.GetBattleSorting() battleSorting = battleSorting or BattleManager.GetBattleSorting()
Util.AddParticleSortLayer(go, battleSorting - layer) Util.SetParticleSortLayer(go, battleSorting)-- - layer)
go.name = tostring(battleSorting) go.name = tostring(battleSorting)
return go return go
end end

View File

@ -106,19 +106,19 @@ function BuffCtrl:AddBuffEffect(buffName, isTrigger, offset)
end end
-- --
if not self.BuffEffectList[buffName].node then if not self.BuffEffectList[buffName].node then
local sortingOrder local sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
if self.owner.camp == 0 then -- if self.owner.camp == 0 then
sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder -- sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
--混乱特效因为贴图不显示特殊处理 -- --混乱特效因为贴图不显示特殊处理
if buffName=="TongYong_Effect_buff_hunluan_1" then -- if buffName=="TongYong_Effect_buff_hunluan_1" then
sortingOrder=sortingOrder+1 -- sortingOrder=sortingOrder+1
end -- end
end -- end
--混乱特效因为贴图不显示特殊处理 -- --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 -- if sortingOrder==nil and buffName=="TongYong_Effect_buff_hunluan_1" then
sortingOrder=BattleManager.GetBattleSorting()+1 -- sortingOrder=BattleManager.GetBattleSorting()+1
end -- end
local node = BattleManager.LoadAsset(buffName, sortingOrder) 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:SetParent(self.RootPanel.transform)
-- node.transform.localScale = Vector3.one -- node.transform.localScale = Vector3.one
node.transform:SetParent(self.owner.GameObject.transform) node.transform:SetParent(self.owner.GameObject.transform)

View File

@ -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) Util.GetGameObject(go, "Pro"):GetComponent("RectTransform").anchoredPosition=Vector3.New(-77,-180,0)
end 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.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero)
self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic") self.RoleLiveGOGraphic = self.RoleLiveGO:GetComponent("SkeletonGraphic")
self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform") self.RoleLiveGOTran = self.RoleLiveGO:GetComponent("RectTransform")
self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true) self.RoleLiveGOGraphic.AnimationState:SetAnimation(0, "idle", true)
self.RoleLiveGOTran.sizeDelta = Vector2.New(1000, 1000) 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: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.transform.localScale = Vector3.one * self.enemy_liveScale --* 0.75
self.RoleLiveGO:SetActive(true) self.RoleLiveGO:SetActive(true)
@ -101,7 +104,7 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.RoleLiveGO2:SetActive(false) self.RoleLiveGO2:SetActive(false)
-- 阴影 -- 阴影
self.shadow = Util.GetGameObject(self.RootPanel.EnemyPanel, "live_"..position.."/shadow") self.shadow = Util.GetGameObject(self.liveRoot, "shadow")
self.shadow:SetActive(true) self.shadow:SetActive(true)
-- 死亡特凶啊 -- 死亡特凶啊
@ -126,6 +129,10 @@ function EnemyView:onCreate(go, role, position, root, isBoss,enemyId)
self.LastBuffFloatingTime = Time.realtimeSinceStartup self.LastBuffFloatingTime = Time.realtimeSinceStartup
self.BuffFloatingCount = 0 self.BuffFloatingCount = 0
-- 层级设置
local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting)
-- 飘字管理 -- 飘字管理
self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject) self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject)
-- buff管理 -- buff管理
@ -175,19 +182,25 @@ end
-- --
function EnemyView:OnSortingOrderChange(battleSorting) function EnemyView:OnSortingOrderChange(battleSorting)
self:ChangeCardSorting(battleSorting)
end end
-- 改变卡牌层级 -- 改变卡牌层级
function EnemyView:ChangeCardSorting(sortingOrder) 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 if not self.oSortingOrder then
self.oSortingOrder = BattleManager.GetBattleSorting() self.oSortingOrder = BattleManager.GetBattleSorting()
end end
self.GameObject:GetComponent("Canvas").sortingOrder = sortingOrder self.liveRoot:GetComponent("Canvas").sortingOrder = sort
self.effect_rage:GetComponent("Canvas").sortingOrder = sortingOrder self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加2
self.effect_dead:GetComponent("Canvas").sortingOrder = sortingOrder self.effect_rage:GetComponent("Canvas").sortingOrder = sort
Util.AddParticleSortLayer(self.effect_rage, sortingOrder - self.oSortingOrder) self.effect_dead:GetComponent("Canvas").sortingOrder = sort
Util.AddParticleSortLayer(self.effect_dead, sortingOrder - self.oSortingOrder) Util.AddParticleSortLayer(self.effect_rage, sort - self.oSortingOrder)
self.oSortingOrder = sortingOrder Util.AddParticleSortLayer(self.effect_dead, sort - self.oSortingOrder)
self.oSortingOrder = sort
end end
function EnemyView:Update() function EnemyView:Update()

View File

@ -93,17 +93,20 @@ function PlayerView:onCreate(go, role, position, root)
-- zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName) -- zs:GetComponent("Image").sprite = self.spLoader:LoadSprite(zsName)
-- end -- end
-- 阴影 -- 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.shadow:SetActive(true)
self.RoleLiveGO = poolManager:LoadLive(self.livePath, go.transform.parent, Vector3.one, Vector3.zero) 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.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.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.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) self.RoleLiveGO:SetActive(true)
@ -153,9 +156,9 @@ function PlayerView:onCreate(go, role, position, root)
self.rageText.text = "" self.rageText.text = ""
self.lvHpObj=Util.GetGameObject(go, "lvObj") self.lvHpObj=Util.GetGameObject(go, "lvObj")
if position<=3 then 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 else
self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,0,0) self.lvHpObj:GetComponent("RectTransform").anchoredPosition=Vector3.New(0,-100,0)
end end
-- 伤害文字显示 -- 伤害文字显示
self.LastBuffFloatingTime = Time.realtimeSinceStartup self.LastBuffFloatingTime = Time.realtimeSinceStartup
@ -163,7 +166,7 @@ function PlayerView:onCreate(go, role, position, root)
-- 层级设置 -- 层级设置
local battleSorting = BattleManager.GetBattleSorting() local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting + position) self:ChangeCardSorting(battleSorting)
-- 飘字管理 -- 飘字管理
self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject) self.Floater = FloatNode.New(self, self.RootPanel, self.GameObject)
@ -204,7 +207,7 @@ end
-- --
function PlayerView:OnSortingOrderChange(battleSorting) function PlayerView:OnSortingOrderChange(battleSorting)
self:ChangeCardSorting(battleSorting + self.role.position) self:ChangeCardSorting(battleSorting)
end end
-- type==1 增加 -- type==1 增加
@ -220,16 +223,21 @@ end
-- 改变卡牌层级 -- 改变卡牌层级
function PlayerView:ChangeCardSorting(sortingOrder) function PlayerView:ChangeCardSorting(sortingOrder)
-- 重计算层级
local pos = self.role.position
local sort = sortingOrder + pos
if not self.oSortingOrder then if not self.oSortingOrder then
self.oSortingOrder = BattleManager.GetBattleSorting() self.oSortingOrder = BattleManager.GetBattleSorting()
end end
self.GameObject:GetComponent("Canvas").sortingOrder = sortingOrder self.liveRoot:GetComponent("Canvas").sortingOrder = sort
self.effect_rage:GetComponent("Canvas").sortingOrder = sortingOrder self.GameObject:GetComponent("Canvas").sortingOrder = sort + 2 --血条层级加一
self.effect_dead:GetComponent("Canvas").sortingOrder = sortingOrder self.effect_rage:GetComponent("Canvas").sortingOrder = sort
Util.AddParticleSortLayer(self.effect_rage, sortingOrder - self.oSortingOrder) self.effect_dead:GetComponent("Canvas").sortingOrder = sort
Util.AddParticleSortLayer(self.effect_dead, sortingOrder - self.oSortingOrder) Util.AddParticleSortLayer(self.effect_rage, sort - self.oSortingOrder)
Util.SetParticleSortLayer(self.starGrid, sortingOrder + 1) Util.AddParticleSortLayer(self.effect_dead, sort - self.oSortingOrder)
self.oSortingOrder = sortingOrder Util.SetParticleSortLayer(self.starGrid, sort + 3)
self.oSortingOrder = sort
end end
function PlayerView:Update() function PlayerView:Update()
@ -422,8 +430,8 @@ function PlayerView:OnSkillEnd()
if not self.GameObject then if not self.GameObject then
return return
end end
local battleSorting = BattleManager.GetBattleSorting() -- local battleSorting = BattleManager.GetBattleSorting()
self:ChangeCardSorting(battleSorting + self.role.position) -- self:ChangeCardSorting(battleSorting)
-- self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform) -- self.liveRender.transform:SetParent(Util.GetGameObject(self.GameObject, "Mask").transform)
--local cardRenderMat = self.liveRender.material --local cardRenderMat = self.liveRender.material
--cardRenderMat:SetInt("_IsMask", 1) --cardRenderMat:SetInt("_IsMask", 1)
@ -597,10 +605,11 @@ function PlayerView:DOHitEffect(time, func)
end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time) end), 1, 0.1):SetEase(Ease.Linear):SetDelay(time)
end) end)
-- 震动 -- 震动
self.GameObject.transform.parent:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function () self.RoleLiveGOTran:DOShakeAnchorPos(time, Vector2.New(200, 100), 100, 50, false, true):OnComplete(function ()
if self.GameObject then self.RoleLiveGOTran.anchoredPosition = Vector2.New(self.outOffset[1], self.outOffset[2] )
self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221) -- if self.GameObject then
end -- self.GameObject.transform.parent.anchoredPosition = Vector2.New(self.role.position == 1 and -145 or 0, -221)
-- end
-- 恢复大小 -- 恢复大小
self:DoScale(1, 0.1) self:DoScale(1, 0.1)
-- 回调 -- 回调

View File

@ -450,7 +450,7 @@ function SkillCaster:CheckSkillForoleEffect(combat, skill)
if combat.BeforeEffectType == 1 then if combat.BeforeEffectType == 1 then
if self.owner.role.type == BattleUnitType.Role then if self.owner.role.type == BattleUnitType.Role then
local sortingOrder local sortingOrder
if self.owner.cam == 0 then if self.owner.camp == 0 then
sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder sortingOrder = self.owner.GameObject:GetComponent("Canvas").sortingOrder
else else
sortingOrder = BattleManager.GetBattleSorting() + 20 sortingOrder = BattleManager.GetBattleSorting() + 20