hch
2026-01-26 aa84cb62bebb9c8a4e586bcc1ec28eb7a16a8860
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using UnityEngine;
using System.Collections.Generic;
 
public class BattleObjectLayerMgr
{
    public BattleObject battleObj;
 
    //  角色阴影 头顶的血条国籍等
    public RendererAdjuster frontCharRendererAdjuster;
 
    public RendererAdjuster behindCharRendererAdjuster;
 
    private List<BattleEffectPlayer> effectPlayers = new List<BattleEffectPlayer>();
 
    private bool isFront = true;
 
    public BattleObjectLayerMgr()
    {
 
    }
 
    public void Init(BattleObject battleObj)
    {
        this.battleObj = battleObj;
        frontCharRendererAdjuster = battleObj.heroGo.AddMissingComponent<RendererAdjuster>();
        behindCharRendererAdjuster = battleObj.heroRectTrans.Find("Hero/Follower/BattleHeroInfoBar/BehindHero").gameObject.AddMissingComponent<RendererAdjuster>();
 
 
        frontCharRendererAdjuster.canvasOffset = BattleConst.BattleFrontCharUIOffset;
        behindCharRendererAdjuster.canvasOffset = BattleConst.BattleBehindCharUIOffset;
    }
 
    public void SetSortingOrder(int sortingOrder)
    {
        if (frontCharRendererAdjuster != null)
        {
            frontCharRendererAdjuster.SetSortingOrder(sortingOrder);
        }
 
        if (behindCharRendererAdjuster != null)
        {
            behindCharRendererAdjuster.SetSortingOrder(sortingOrder);
        }
 
        for (int i = 0; i < effectPlayers.Count; i++)
        {
            effectPlayers[i]?.ApplySortingOrder();
        }
    }
 
    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 baseOrder = isFront ? BattleConst.SkillMaskOrder : BattleConst.BattleBackgroundOrder;
 
        SetSortingOrder(baseOrder);
    }
 
    public bool IsFront()
    {
        return isFront;
    }
}