| | |
| | | { |
| | | obj.layerMgr.UpdateLayer(); |
| | | } |
| | | |
| | | |
| | | battleRootNode.SetSortingOrder(); |
| | | // RendererAdjuster[] adjusters = battleRootNode.GetComponentsInChildren<RendererAdjuster>(true); |
| | | // if (null != adjusters) |
| | | // { |
| | |
| | | // 隐藏部分UI |
| | | EventBroadcast.Instance.Broadcast(EventName.DISPLAY_BATTLE_UI, battleField.guid, false); |
| | | |
| | | // battleField.battleRootNode.SetSortingOrder(); |
| | | battleField.StartBattle(() => |
| | | { |
| | | if (1 == battleField.MapID) |
| | |
| | | return; |
| | | } |
| | | |
| | | battleField.battleRootNode.SetSortingOrder(); |
| | | battleField.battleRootNode.battleStartNode.SetActive(true); |
| | | |
| | | UniTaskExtension.DelayTime((GameObject)null, 1f, () => |
| | |
| | | } |
| | | |
| | | battleField.battleRootNode.skillMaskNode.SetActive(true); |
| | | battleField.battleRootNode.SetSortingOrder(); |
| | | // battleField.battleRootNode.SetSortingOrder(); |
| | | } |
| | | |
| | | // 命中目标回调:处理所有被命中的目标 |