Main/Utility/EffectPenetrationBlocker.cs
@@ -26,9 +26,9 @@
    public Canvas parentCanvas;
    
    [Tooltip("特效在Canvas中的排序偏移量")]
    public int sortingOrderOffset = 1;
    public int _sortingOrderOffset = 0;
    
    private int canvasSortingOrder = 0;
    public int canvasSortingOrder = 0;
    
    private void Awake()
    {
@@ -88,7 +88,7 @@
        }
        
        // 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);
        ApplySortingSettings(canvasSortingOrder + _sortingOrderOffset, customSortingLayer);
    }
    
    /// <summary>
@@ -96,12 +96,15 @@
    /// </summary>
    private void ApplySortingSettings(int sortingOrder, string sortingLayer)
    {
        // const int overlayRQ = 4000;
        // 应用到渲染器
        foreach (Renderer renderer in effectRenderers)
        {
            if (renderer != null)
            {
                renderer.sortingOrder = sortingOrder;
                // renderer.material.renderQueue = overlayRQ;
                if (!string.IsNullOrEmpty(sortingLayer))
                {
                    renderer.sortingLayerName = sortingLayer;
@@ -118,6 +121,7 @@
                if (psRenderer != null)
                {
                    psRenderer.sortingOrder = sortingOrder;
                    // psRenderer.material.renderQueue = overlayRQ;
                    if (!string.IsNullOrEmpty(sortingLayer))
                    {
                        psRenderer.sortingLayerName = sortingLayer;
@@ -153,4 +157,12 @@
            UpdateSortingOrder();
        }
    }
#if UNITY_EDITOR
    [ContextMenu("Apply")]
    public void Apply()
    {
        UpdateSortingOrder();
    }
#endif
}