【修行】特效穿透修改

dev_chengFeng
ZhangBiao 2021-11-10 15:20:18 +08:00
parent cc316086e9
commit ee7b2b9919
1 changed files with 9 additions and 3 deletions

View File

@ -65,6 +65,7 @@ function Practice:InitComponent()
self.pointList = {}
self.lineList = {}
self.effectUpgradeList = {}
self.effectPointsList = {}
self.mask = Util.GetGameObject(self.gameObject, "mask")
self.skillObj=Util.GetGameObject(self.gameObject, "SkillObj")
@ -264,6 +265,11 @@ function Practice:OnSortingOrderChange()
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_03, self.sortingOrder+1)
Util.SetParticleSortLayer(self.fx_ui_xiuxingshengxin_cangzhu, self.sortingOrder+1)
self.ManCanvas.sortingOrder = self.sortingOrder + 2
if self.effectPointsList then
for i = 1, #self.effectPointsList do
Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+1)
end
end
-- 头像层级
if self.playerInfoView then
self.playerInfoView:SetLayer(self.sortingOrder)
@ -323,11 +329,11 @@ function Practice:RefreshPoints()
self.pointList[i]:SetActive(true)
self.pointList[i]:GetComponent("Image").sprite = self.spLoader:LoadSprite(data.Img)
self.pointList[i]:GetComponent("RectTransform").localPosition = data.Pos
local loopEffect = Util.GetGameObject(self.pointList[i],"looping")
loopEffect:SetActive(data.State == 1)
self.effectPointsList[i] = Util.GetGameObject(self.pointList[i],"looping")
self.effectPointsList[i]:SetActive(data.State == 1)
self.effectUpgradeList[i] = Util.GetGameObject(self.pointList[i],"Fx_xiuxing_qiu_brust")
-- LogGreen("self.sortingOrder:"..tostring(self.sortingOrder))
Util.SetParticleSortLayer(loopEffect, self.sortingOrder+1)
Util.SetParticleSortLayer(self.effectPointsList[i], self.sortingOrder+1)
Util.SetParticleSortLayer(self.effectUpgradeList[i], self.sortingOrder+1)
-- self.effectUpgradeList[i]:SetActive(false)
Util.AddOnceClick(self.pointList[i],function ()