Main/Component/UI/Common/RendererAdjuster.cs
@@ -2,22 +2,34 @@
using System.Collections.Generic;
using UnityEngine;
using System;
using Spine.Unity;
public class RendererAdjuster : MonoBehaviour
{
    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 void Awake()
    // 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;
        UpdateLayer();
    }
    protected void UpdateComps()
@@ -25,33 +37,25 @@
        renderers.Clear();
        renderers.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
        canvas = GetComponentInParent<Canvas>();
        // skeletonAnimations.Clear();
        // skeletonAnimations.AddRange(gameObject.GetComponentsInChildren<SkeletonAnimation>(true));
        canvas = GetComponentInChildren<Canvas>(true);
    }
    public void SetParentCanvas(Canvas _canvas)
    [ContextMenu("UpdateLayer")]
    private void UpdateLayer()
    {
        canvas = _canvas;
        this.DelayFrame(UpdateSortingOrder);
        UpdateComps();
        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)
    {
@@ -60,13 +64,27 @@
            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;
                }
            }
        }
        if (null != canvas)
        {
            canvas.sortingOrder = sortingOrder + canvasOffset;
            if (!string.IsNullOrEmpty(sortingLayer))
            {
                canvas.sortingLayerName = sortingLayer;
            }
        }
        // foreach (var skeletonAnim in skeletonAnimations)
        // {
        // }
        onSortingChanged?.Invoke(sortingLayer, sortingOrder);
    }
}