【战斗】护盾特效层级问题优化
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GameObject:
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@ -180430,8 +180198,6 @@ GameObject:
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serializedVersion: 6
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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Canvas:
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--- !u!1 &6825431846208163273
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -180953,7 +180681,7 @@ RectTransform:
|
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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m_AnchorMin: {x: 0.5, y: 0.5}
|
m_AnchorMin: {x: 0.5, y: 0.5}
|
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m_AnchorMax: {x: 0.5, y: 0.5}
|
m_AnchorMax: {x: 0.5, y: 0.5}
|
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m_AnchoredPosition: {x: -0.00001860828, y: -221.00005}
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m_AnchoredPosition: {x: -0.00001860828, y: -121}
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m_SizeDelta: {x: 286, y: 460}
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m_SizeDelta: {x: 286, y: 460}
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m_Pivot: {x: 0.5, y: 0}
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m_Pivot: {x: 0.5, y: 0}
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--- !u!222 &8594880330072393191
|
--- !u!222 &8594880330072393191
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||||||
|
|
@ -220743,7 +220471,7 @@ RectTransform:
|
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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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--- !u!222 &7984380146384693936
|
--- !u!222 &7984380146384693936
|
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|
|
@ -220850,8 +220578,6 @@ GameObject:
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serializedVersion: 6
|
serializedVersion: 6
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m_Component:
|
m_Component:
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- component: {fileID: 8011628067624866770}
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- component: {fileID: 8011628067624866770}
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- component: {fileID: 4750705131862230612}
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- component: {fileID: 3806658637194856291}
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m_Layer: 5
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m_Layer: 5
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m_Name: 5
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m_Name: 5
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m_TagString: Untagged
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m_TagString: Untagged
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|
@ -220879,44 +220605,6 @@ RectTransform:
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m_AnchoredPosition: {x: 77, y: 142.99994}
|
m_AnchoredPosition: {x: 77, y: 142.99994}
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m_SizeDelta: {x: 100, y: 100}
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m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!223 &4750705131862230612
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Canvas:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8237456443914175765}
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m_Enabled: 1
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serializedVersion: 3
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m_RenderMode: 2
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m_Camera: {fileID: 0}
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m_PlaneDistance: 100
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m_PixelPerfect: 0
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m_ReceivesEvents: 1
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m_OverrideSorting: 0
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m_OverridePixelPerfect: 0
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m_SortingBucketNormalizedSize: 0
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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m_TargetDisplay: 0
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--- !u!114 &3806658637194856291
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8237456443914175765}
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m_Script: {fileID: 1301386320, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_EditorClassIdentifier:
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m_IgnoreReversedGraphics: 1
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m_BlockingObjects: 0
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m_BlockingMask:
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--- !u!1 &8265543407237473390
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--- !u!1 &8265543407237473390
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -221211,8 +220899,6 @@ GameObject:
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serializedVersion: 6
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serializedVersion: 6
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m_Component:
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m_Component:
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- component: {fileID: 3198430005102515251}
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m_TagString: Untagged
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m_TagString: Untagged
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@ -221240,44 +220926,6 @@ RectTransform:
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m_AnchoredPosition: {x: 227, y: 448.99994}
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m_AnchoredPosition: {x: 227, y: 448.99994}
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m_SizeDelta: {x: 100, y: 100}
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m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!223 &7630528602242784194
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Canvas:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8370607351893373079}
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m_Camera: {fileID: 0}
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m_PlaneDistance: 100
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m_PixelPerfect: 0
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m_ReceivesEvents: 1
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m_OverrideSorting: 0
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m_OverridePixelPerfect: 0
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m_SortingBucketNormalizedSize: 0
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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m_TargetDisplay: 0
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--- !u!114 &6893562024111637853
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8370607351893373079}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 1301386320, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_IgnoreReversedGraphics: 1
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m_BlockingObjects: 0
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m_BlockingMask:
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serializedVersion: 2
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m_Bits: 4294967295
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--- !u!1 &8370865409953643750
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--- !u!1 &8370865409953643750
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GameObject:
|
GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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|
@ -236922,8 +236570,6 @@ GameObject:
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serializedVersion: 6
|
serializedVersion: 6
|
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m_Component:
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m_Component:
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- component: {fileID: 8665821495714301826}
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m_Layer: 5
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m_Name: 4
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m_TagString: Untagged
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m_TagString: Untagged
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|
@ -236951,44 +236597,6 @@ RectTransform:
|
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m_AnchoredPosition: {x: -223, y: 142.99994}
|
m_AnchoredPosition: {x: -223, y: 142.99994}
|
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m_SizeDelta: {x: 100, y: 100}
|
m_SizeDelta: {x: 100, y: 100}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!223 &2692712066515308316
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Canvas:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9114857483435984912}
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m_RenderMode: 2
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m_Camera: {fileID: 0}
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m_PlaneDistance: 100
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m_PixelPerfect: 0
|
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m_ReceivesEvents: 1
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m_OverrideSorting: 0
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m_OverridePixelPerfect: 0
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m_SortingBucketNormalizedSize: 0
|
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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m_TargetDisplay: 0
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9114857483435984912}
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m_EditorHideFlags: 0
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m_EditorClassIdentifier:
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m_IgnoreReversedGraphics: 1
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m_BlockingMask:
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m_Bits: 4294967295
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--- !u!1 &9172718403482092365
|
--- !u!1 &9172718403482092365
|
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GameObject:
|
GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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)
|
||||||
|
|
|
||||||
|
|
@ -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()
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue