yyl
5 天以前 c124d98bdf9659cf764bebb799bee42c30eb152f
Main/Component/UI/Common/RendererAdjuster.cs
@@ -2,10 +2,10 @@
using System.Collections.Generic;
using UnityEngine;
using System;
using Spine.Unity;
public class RendererAdjuster : MonoBehaviour
{
    public int renderQueue = 3000;
    public int sortingOrder = 0;
@@ -13,30 +13,41 @@
    public List<Renderer> renderers = new List<Renderer>();
    // private List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
    protected Canvas canvas;
    public int canvasOffset = 1;
    public Action<string, int> onSortingChanged;
    protected void Awake()
    {
        UpdateComps();
    }
    public void SetSortingOrder(int sortingOrder)
    {
        this.sortingOrder = sortingOrder;
        UpdateComps();
        UpdateSortingOrder();
    }
    public void Awake()
    {
        UpdateComps();
    }
    protected void OnEnable()
    {
        UpdateComps();
        UpdateSortingOrder();
        UpdateLayer();
    }
    protected void UpdateComps()
    {
        renderers.Clear();
        renderers.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
        // skeletonAnimations.Clear();
        // skeletonAnimations.AddRange(gameObject.GetComponentsInChildren<SkeletonAnimation>(true));
        canvas = GetComponentInChildren<Canvas>(true);
    }
    [ContextMenu("UpdateLayer")]
    private void UpdateLayer()
    {
        UpdateComps();
        UpdateSortingOrder();
    }
    public void UpdateSortingOrder()
@@ -44,6 +55,7 @@
        // 将特效的排序顺序设置为Canvas排序顺序加上偏移量
        ApplySortingSettings(sortingOrder, customSortingLayer);
    }
    private void ApplySortingSettings(int sortingOrder, string sortingLayer)
    {
@@ -52,8 +64,6 @@
            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;
@@ -61,6 +71,20 @@
            }
        }
        if (null != canvas)
        {
            canvas.sortingOrder = sortingOrder + canvasOffset;
            if (!string.IsNullOrEmpty(sortingLayer))
            {
                canvas.sortingLayerName = sortingLayer;
            }
        }
        // foreach (var skeletonAnim in skeletonAnimations)
        // {
        // }
        onSortingChanged?.Invoke(sortingLayer, sortingOrder);
    }
}