| | |
| | | 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() |
| | | { |
| | |
| | | } |
| | | |
| | | // 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> |
| | |
| | | /// </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; |
| | |
| | | if (psRenderer != null) |
| | | { |
| | | psRenderer.sortingOrder = sortingOrder; |
| | | // psRenderer.material.renderQueue = overlayRQ; |
| | | if (!string.IsNullOrEmpty(sortingLayer)) |
| | | { |
| | | psRenderer.sortingLayerName = sortingLayer; |
| | |
| | | UpdateSortingOrder(); |
| | | } |
| | | } |
| | | |
| | | #if UNITY_EDITOR |
| | | [ContextMenu("Apply")] |
| | | public void Apply() |
| | | { |
| | | UpdateSortingOrder(); |
| | | } |
| | | #endif |
| | | } |