| | |
| | | bool isHeroFront = funcIsHeroFront(); |
| | | |
| | | int finalSortingOrder = isHeroFront ? |
| | | (isEffectFront ? BattleConst.ActiveHeroActionSortingOrder : BattleConst.ActiveHeroBackSortingOrder) : (isEffectFront ? BattleConst.UnactiveHeroFrontSortingOrder : BattleConst.UnactiveHeroBackSortingOrder); |
| | | (isEffectFront ? BattleConst.ActiveHeroActionSortingOrder + 1 : BattleConst.ActiveHeroBackSortingOrder) : (isEffectFront ? BattleConst.UnactiveHeroFrontSortingOrder : BattleConst.UnactiveHeroBackSortingOrder); |
| | | |
| | | |
| | | blocker.SetSortingOrder(finalSortingOrder); |
| | |
| | | spineComp.enabled = true; |
| | | |
| | | spineComp.timeScale = speedRate; |
| | | spineAnimationState.TimeScale = speedRate; |
| | | |
| | | Spine.Animation animation = spineAnimationState.Data.SkeletonData.Animations.First(); |
| | | spineAnimationState.SetAnimation(0, animation, effectConfig.isLoop != 0); |
| | |
| | | spineComp.timeScale = 0f; |
| | | } |
| | | |
| | | if (spineAnimationState != null) |
| | | { |
| | | spineAnimationState.TimeScale = 0f; |
| | | } |
| | | |
| | | // Animator动画 |
| | | foreach (var animator in animatorList) |
| | | { |
| | |
| | | if (spineComp != null) |
| | | { |
| | | spineComp.timeScale = speedRate; |
| | | } |
| | | |
| | | if (spineAnimationState != null) |
| | | { |
| | | spineAnimationState.TimeScale = speedRate; |
| | | } |
| | | |
| | | // Animator动画 |