yyl
2025-09-15 ee791f4c389d9a3f45f32532521eb20efd0d8a9a
Main/Component/UI/Common/RendererAdjuster.cs
@@ -7,50 +7,42 @@
{
    public int renderQueue = 3000;
    public Canvas canvas;
    public int sortingOrderOffset = 1;
    public int sortingOrder = 0;
    public string customSortingLayer = "UI";
    public List<Renderer> renderers = new List<Renderer>();
    public Action<string, int> onSortingChanged;
    public void SetSortingOrder(int sortingOrder)
    {
        this.sortingOrder = sortingOrder;
        UpdateComps();
        UpdateSortingOrder();
    }
    public void Awake()
    {
        UpdateComps();
    }
    protected void OnEnable()
    {
        UpdateComps();
        UpdateSortingOrder();
    }
    protected void UpdateComps()
    {
        renderers.Clear();
        renderers.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
        canvas = GetComponentInParent<Canvas>();
    }
    public void SetParentCanvas(Canvas _canvas)
    {
        canvas = _canvas;
        this.DelayFrame(UpdateSortingOrder);
    }
    public void UpdateSortingOrder()
    {
        int canvasSortingOrder = 0;
        // 获取父级Canvas的排序顺序
        if (canvas != null)
        {
            canvasSortingOrder = canvas.sortingOrder;
        }
        else
        {
            // 如果没有找到父级Canvas,则使用默认值
            canvasSortingOrder = 0;
        }
        // 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(sortingOrder, customSortingLayer);
    }
    private void ApplySortingSettings(int sortingOrder, string sortingLayer)
@@ -68,5 +60,7 @@
                }
            }
        }
        onSortingChanged?.Invoke(sortingLayer, sortingOrder);
    }
}