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public static class BattleConst
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{
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public const int BattleStartEffectID = 1001; // Example effect ID for battle start
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public const int skillMotionFps = 30;
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public const int BattlePointItemID = 3;//战锤ID
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// 1000~10000之间的战斗层级
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// 需要考虑根据UI 特效 战斗角色三方的层级关系
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// 确立基本的层级范围 后往上累加
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// 1.不能在BattleWin之下 否则就看不见了
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// 2.处理EffectPenetrationBlocker的自动调整排序
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// 3.要联动EffectConfig的前后的问题
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// BattleWin.Canvas.sortingOrder是最低值
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// 还需要确立黑色的Mask的层级
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// UI界面|非激活英雄|挡板|激活英雄
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// 非激活英雄后特效|非激活英雄|非激活英雄前
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// 激活英雄后特效|激活英雄|激活英雄前特效
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public const int BattleBlackTransparentMaskOffset = 100;
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public static int BattleWinSortingOrder
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{
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get
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{
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BattleWin battleWin = UIManager.Instance.GetUI<BattleWin>();
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if (battleWin != null)
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{
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return battleWin.GetSortingOrder();
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}
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return 0;
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}
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}
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// 非激活英雄的层级
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public static int UnactiveHeroSortingOrder
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{
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get
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{
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return BattleWinSortingOrder + BattleBlackTransparentMaskOffset - 50;
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}
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}
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// 非激活英雄的后特效
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public static int UnactiveHeroBackSortingOrder
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{
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get
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{
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return UnactiveHeroSortingOrder - 1;
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}
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}
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// 非激活英雄的前特效
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public static int UnactiveHeroFrontSortingOrder
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{
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get
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{
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return UnactiveHeroSortingOrder + 1;
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}
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}
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// 挡板的层级
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public static int BlockerSortingOrder
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{
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get
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{
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return UnactiveHeroFrontSortingOrder + 1;
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}
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}
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// 激活英雄的层级
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public static int ActiveHeroSortingOrder
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{
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get
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{
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return BattleWinSortingOrder + BattleBlackTransparentMaskOffset + 50;
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}
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}
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// 激活英雄的后特效
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public static int ActiveHeroBackSortingOrder
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{
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get
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{
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return ActiveHeroSortingOrder - 1;
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}
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}
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// 激活英雄的前特效
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public static int ActiveHeroFrontSortingOrder
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{
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get
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{
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return ActiveHeroSortingOrder + 1;
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}
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}
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}
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