| | |
| | | |
| | | public const int BattlePointItemID = 3;//战锤ID |
| | | |
| | | public const int BattleTotalDamageType = 100001; // 总伤害类型ID |
| | | |
| | | public const int BattleTotalRecoverType = 100002; // 总治疗类型ID |
| | | |
| | | |
| | | // 1000~10000之间的战斗层级 |
| | | // 需要考虑根据UI 特效 战斗角色三方的层级关系 |
| | |
| | | |
| | | // 激活英雄后特效|激活英雄|激活英雄前特效 |
| | | |
| | | |
| | | // 应该如何管理层级? |
| | | |
| | | // RendererAdjuster如何替换EffectPenetrationBlocker? |
| | | // RendererAdjuster应该不参与管理子RendererAdjuster |
| | | // RendererAdjuster怎么联系起来 |
| | | |
| | | public const int BattleBlackTransparentMaskOffset = 100; |
| | | |
| | | |
| | |
| | | { |
| | | return battleWin.GetSortingOrder(); |
| | | } |
| | | FullScreenBattleWin fsBattleWin = UIManager.Instance.GetUI<FullScreenBattleWin>(); |
| | | StoryBossBattleWin fsBattleWin = UIManager.Instance.GetUI<StoryBossBattleWin>(); |
| | | if (fsBattleWin != null) |
| | | { |
| | | return fsBattleWin.GetSortingOrder(); |