yyl
8 天以前 6a10188f3eddc740b9b8b1e7eefb0e2fdb3850e3
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
 
public class RendererAdjuster : MonoBehaviour
{
 
    public int sortingOrder = 0;
 
    public string customSortingLayer = "UI";
 
    public List<Renderer> renderers = new List<Renderer>();
 
    protected Canvas canvas;
 
    public Action<string, int> onSortingChanged;
 
    protected void Awake()
    {
        UpdateComps();
    }
 
    public void SetSortingOrder(int sortingOrder)
    {
        this.sortingOrder = sortingOrder;
        UpdateComps();
        UpdateSortingOrder();
    }
 
    protected void UpdateComps()
    {
        renderers.Clear();
        renderers.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
 
        canvas = GetComponent<Canvas>();
    }
 
    public void UpdateSortingOrder()
    {
        // 将特效的排序顺序设置为Canvas排序顺序加上偏移量
        ApplySortingSettings(sortingOrder, customSortingLayer);
    }
    
 
    private void ApplySortingSettings(int sortingOrder, string sortingLayer)
    {
        foreach (Renderer renderer in renderers)
        {
            if (renderer != null)
            {
                renderer.sortingOrder = sortingOrder;
                if (!string.IsNullOrEmpty(sortingLayer))
                {
                    renderer.sortingLayerName = sortingLayer;
                }
            }
        }
 
        if (null != canvas)
        {
            canvas.sortingOrder = sortingOrder;
            if (!string.IsNullOrEmpty(sortingLayer))
            {
                canvas.sortingLayerName = sortingLayer;
            }
        }
 
        onSortingChanged?.Invoke(sortingLayer, sortingOrder);
    }
}