yyl
2025-09-12 c5c6c915069a1f93d10ee3d2c897beca1e100c8d
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
 
public class RendererAdjuster : MonoBehaviour
{
    public int renderQueue = 3000;
 
    public Canvas canvas;
 
    public int sortingOrderOffset = 1;
 
    public string customSortingLayer = "UI";
 
    public List<Renderer> renderers = new List<Renderer>();
 
    public void Awake()
    {
        UpdateComps();
    }
 
    protected void UpdateComps()
    {
        renderers.Clear();
        renderers.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
 
        canvas = GetComponentInParent<Canvas>();
    }
 
    public void SetParentCanvas(Canvas _canvas)
    {
        canvas = _canvas;
        this.DelayFrame(UpdateSortingOrder);
    }
 
    public void UpdateSortingOrder()
    {
        int canvasSortingOrder = 0;
 
        // 获取父级Canvas的排序顺序
        if (canvas != null)
        {
            canvasSortingOrder = canvas.sortingOrder;
        }
        else
        {
            // 如果没有找到父级Canvas,则使用默认值
            canvasSortingOrder = 0;
        }
 
        // 将特效的排序顺序设置为Canvas排序顺序加上偏移量
        ApplySortingSettings(canvasSortingOrder + sortingOrderOffset, customSortingLayer);
    }
 
    private void ApplySortingSettings(int sortingOrder, string sortingLayer)
    {
        foreach (Renderer renderer in renderers)
        {
            if (renderer != null)
            {
                renderer.sortingOrder = sortingOrder;
                renderer.material.renderQueue = renderQueue; // 设置渲染队列
                // renderer.material.renderQueue = overlayRQ;
                if (!string.IsNullOrEmpty(sortingLayer))
                {
                    renderer.sortingLayerName = sortingLayer;
                }
            }
        }
    }
}