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using UnityEngine;
using System.Collections.Generic;
 
public class BattleObjectLayerMgr
{
    public BattleObject battleObj;
 
    public RendererAdjuster rendererAdjuster;
 
    private List<BattleEffectPlayer> effectPlayers = new List<BattleEffectPlayer>();
 
    private bool isFront = true;
 
    public BattleObjectLayerMgr()
    {
 
    }
 
    public void Init(BattleObject battleObj)
    {
        this.battleObj = battleObj;
        rendererAdjuster = battleObj.heroGo.AddMissingComponent<RendererAdjuster>();
    }
 
    public void SetSortingOrder(int sortingOrder)
    {
        if (rendererAdjuster != null)
        {
            rendererAdjuster.SetSortingOrder(sortingOrder);
        }
    }
 
    public void AddEffect(BattleEffectPlayer effectPlayer)
    {
        if (effectPlayer != null && !effectPlayers.Contains(effectPlayer))
        {
            effectPlayers.Add(effectPlayer);
        }
        effectPlayer.SetSortingOrder(IsFront);
    }
 
    public void RemoveEffect(BattleEffectPlayer effectPlayer)
    {
        if (effectPlayers.Contains(effectPlayer))
        {
            effectPlayers.Remove(effectPlayer);
        }
    }
 
    public void SetFront()
    {
        isFront = true;
        UpdateLayer();
    }
 
    public void SetBack()
    {
        isFront = false;
        UpdateLayer();
    }
 
    public void UpdateLayer()
    {
        for (int i = 0; i < effectPlayers.Count; i++)
        {
            effectPlayers[i].SetActive(isFront);
        }
        //  策划要在释放技能的时候 其他角色隐藏 这里在back的时候就直接设置成0  在最底下 看不到的地方
        int order = isFront ? BattleConst.ActiveHeroSortingOrder : 0; //BattleConst.UnactiveHeroSortingOrder;
        SetSortingOrder(order);
    }
 
    public bool IsFront()
    {
        return isFront;
    }
}