| | |
| | | { |
| | | public BattleObject battleObj; |
| | | |
| | | public RendererAdjuster rendererAdjuster; |
| | | // 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>(); |
| | | |
| | |
| | | public void Init(BattleObject battleObj) |
| | | { |
| | | this.battleObj = battleObj; |
| | | rendererAdjuster = battleObj.heroGo.AddMissingComponent<RendererAdjuster>(); |
| | | 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 (rendererAdjuster != null) |
| | | if (frontCharRendererAdjuster != null) |
| | | { |
| | | rendererAdjuster.SetSortingOrder(sortingOrder); |
| | | frontCharRendererAdjuster.SetSortingOrder(sortingOrder); |
| | | } |
| | | |
| | | if (behindCharRendererAdjuster != null) |
| | | { |
| | | behindCharRendererAdjuster.SetSortingOrder(sortingOrder); |
| | | } |
| | | |
| | | 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); |
| | | int baseOrder = isFront ? BattleConst.SkillMaskOrder : BattleConst.BattleBackgroundOrder; |
| | | |
| | | SetSortingOrder(baseOrder); |
| | | } |
| | | |
| | | public bool IsFront() |