| Main/System/Battle/ArenaBattleWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleConst.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BattleField/BattleRootNode.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/BoneFieldBattleWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/StoryBossBattleWin.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Main/System/Battle/UIComp/SkillTips.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Main/System/Battle/ArenaBattleWin.cs
@@ -13,7 +13,6 @@ [SerializeField] Text textSpeed; [SerializeField] Button btnPass; [SerializeField] Button btnPause; [SerializeField] RendererAdjuster buttonsAdjuster; private BattleRootNode battleRootNode = null; private BattleField battleField; @@ -190,7 +189,6 @@ } ui.SetBattleField(battleField); battleField.UpdateCanvas(canvas); buttonsAdjuster.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); textSpeed.text = (BattleManager.Instance.speedIndex + 1).ToString(); DisplayHpInfo(); DisplayPlayerInfo(); Main/System/Battle/BattleConst.cs
@@ -47,9 +47,20 @@ // 激活英雄后特效|激活英雄|激活英雄前特效 public const int BattleBlackTransparentMaskOffset = 100; // ---------------------2025、10.23更新 // 现在期望 蒙版不要压住UI 更改策略 // 释放技能英雄>受影响英雄>正常UI>黑色蒙版>未受影响英雄>底图 // 释放技能英雄>受影响英雄>正常UI>黑色蒙版>未受影响英雄>[底图] public static int BattleBackgroundOrder { get { return UnactiveHeroBackSortingOrder - 1; } } //释放技能英雄>受影响英雄>[正常UI]>黑色蒙版>未受影响英雄>底图 public static int BattleWinSortingOrder { get @@ -83,12 +94,13 @@ } } //释放技能英雄>受影响英雄>正常UI>黑色蒙版>[未受影响英雄]>底图 // 非激活英雄的层级 public static int UnactiveHeroSortingOrder { get { return BattleWinSortingOrder + BattleBlackTransparentMaskOffset - 50; return BattleWinSortingOrder - 3; } } @@ -110,7 +122,8 @@ } } // 挡板的层级 //释放技能英雄>受影响英雄>正常UI>[黑色蒙版]>未受影响英雄>底图 // 黑色蒙版的层级 public static int BlockerSortingOrder { get @@ -119,23 +132,16 @@ } } //释放技能英雄>[受影响英雄]>正常UI>黑色蒙版>未受影响英雄>底图 // 激活英雄的层级 public static int ActiveHeroSortingOrder { get { return BattleWinSortingOrder + BattleBlackTransparentMaskOffset + 50; return BattleWinSortingOrder + 1; } } // 释放技能钟的英雄层级 public static int ActiveHeroActionSortingOrder { get { return ActiveHeroSortingOrder + 1; } } // 激活英雄的后特效 public static int ActiveHeroBackSortingOrder @@ -154,4 +160,16 @@ return ActiveHeroSortingOrder + 1; } } //[释放技能英雄]>受影响英雄>正常UI>黑色蒙版>未受影响英雄>底图 // 释放技能钟的英雄层级 public static int ActiveHeroActionSortingOrder { get { return ActiveHeroFrontSortingOrder + 1; } } } Main/System/Battle/BattleField/BattleRootNode.cs
@@ -33,9 +33,11 @@ public RectTransform battleNodePos1; public RectTransform battleNodePos2; public RendererAdjuster rendererAdjuster; public RendererAdjuster skillMaskAdjuster; public RendererAdjuster battleStartAdjuster; public RendererAdjuster backgroundAdjuster; void Awake() { @@ -63,8 +65,9 @@ public void SetSortingOrder() { rendererAdjuster.SetSortingOrder(BattleConst.BlockerSortingOrder); skillMaskAdjuster.SetSortingOrder(BattleConst.BlockerSortingOrder); battleStartAdjuster.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder);//最高层 backgroundAdjuster.SetSortingOrder(BattleConst.BattleBackgroundOrder);//最低层 } public Transform skillBackNode; Main/System/Battle/BoneFieldBattleWin.cs
@@ -25,8 +25,6 @@ [SerializeField] private Button btnPause; public RendererAdjuster buttonsAdjuster; public BossLifeBar bossLifeBar; @@ -158,7 +156,6 @@ ui.SetBattleField(battleField); battleField.UpdateCanvas(canvas); buttonsAdjuster.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); textSpeed.text = (BattleManager.Instance.speedIndex + 1).ToString(); } Main/System/Battle/StoryBossBattleWin.cs
@@ -26,10 +26,7 @@ [SerializeField] private Button btnPause; public RendererAdjuster buttonsAdjuster; public BossLifeBar bossLifeBar; public SkillWordCell[] skillWordCells; @@ -291,10 +288,10 @@ ui.SetBattleField(battleField); battleField.UpdateCanvas(canvas); buttonsAdjuster.SetSortingOrder(BattleConst.ActiveHeroActionSortingOrder); Refresh(); battleField.OnRoundChange -= OnRoundChange; battleField.OnRoundChange += OnRoundChange; textSpeed.text = (BattleManager.Instance.speedIndex + 1).ToString(); Main/System/Battle/UIComp/SkillTips.cs
@@ -6,9 +6,9 @@ public class SkillTips : MonoBehaviour { public const float tweenDuration = 1f; public const float tweenDuration = 0.5f; public const float delayDuration = 0.4f; public const float delayDuration = 0.6f; public const float beginingX = 400f; @@ -65,6 +65,11 @@ seq.OnComplete(() => { tween2 = null; // 恢复图片 alpha,保证下次显示时可见 if (imageBg != null) { var cc = imageBg.color; cc.a = 1f; imageBg.color = cc; } if (imgIcon != null) { var cc = imgIcon.color; cc.a = 1f; imgIcon.color = cc; } if (imgSkillName != null) { var cc = imgSkillName.color; cc.a = 1f; imgSkillName.color = cc; } transform.localPosition = isRed ? new Vector3(-beginingX, posY, 0f) : new Vector3(beginingX, posY, 0f); gameObject.SetActive(false); }); @@ -94,6 +99,11 @@ tween3.Kill(); tween3 = null; } // 被强制停止时也需要恢复 alpha if (imageBg != null) { var cc = imageBg.color; cc.a = 1f; imageBg.color = cc; } if (imgIcon != null) { var cc = imgIcon.color; cc.a = 1f; imgIcon.color = cc; } if (imgSkillName != null) { var cc = imgSkillName.color; cc.a = 1f; imgSkillName.color = cc; } } }