From 52d7643d8a5f133232a9d25c09399f283321f6aa Mon Sep 17 00:00:00 2001
From: yyl <yyl>
Date: 星期三, 31 十二月 2025 12:17:49 +0800
Subject: [PATCH] 125 战斗 战斗表现层级调整

---
 Main/Component/UI/Effect/BattleEffectPlayer.cs |   20 +++++++++++++++++---
 1 files changed, 17 insertions(+), 3 deletions(-)

diff --git a/Main/Component/UI/Effect/BattleEffectPlayer.cs b/Main/Component/UI/Effect/BattleEffectPlayer.cs
index 5c89ea8..4313a8f 100644
--- a/Main/Component/UI/Effect/BattleEffectPlayer.cs
+++ b/Main/Component/UI/Effect/BattleEffectPlayer.cs
@@ -228,9 +228,14 @@
 
             bool isHeroFront = funcIsHeroFront();
 
-            int finalSortingOrder = isHeroFront ?
-                (isEffectFront ? BattleConst.ActiveHeroActionSortingOrder + 1 : BattleConst.ActiveHeroBackSortingOrder) : (isEffectFront ? BattleConst.UnactiveHeroFrontSortingOrder : BattleConst.UnactiveHeroBackSortingOrder);
+            int baseSortingOrder = isHeroFront ? BattleConst.SkillMaskOrder : BattleConst.BattleBackgroundOrder - BattleConst.BattleFrontHeroEffect - 1;
 
+            //  鍖哄垎鏄惁鍦ㄧ壒鏁堝墠闈� 杩樿鍐嶅尯鍒嗘槸鍚﹀湪UI鍓嶉潰 isBindBone
+            int dynamicOffset = isBindBone 
+                                ? BattleConst.BattleFrontHeroBehindUIEffect : (isEffectFront ? BattleConst.BattleFrontHeroEffect : BattleConst.BattleBehindHeroEffect);
+
+            int finalSortingOrder = baseSortingOrder + dynamicOffset;
+            
 
             blocker.SetSortingOrder(finalSortingOrder);
         }
@@ -677,8 +682,15 @@
         }
     }
 
-    public void BindBone(SkeletonAnimation skeletonAnim, string v)
+    public void BindBone(BattleObject battleObject, string v)
     {
+        if (battleObject == null || battleObject.motionBase == null || battleObject.motionBase.skeletonAnim == null)
+        {
+            return;
+        }
+
+        var skeletonAnim = battleObject.motionBase.skeletonAnim;
+
         Bone bone = skeletonAnim.skeleton.FindBone(v);
         isBindBone = false;
         followedBone = null;
@@ -692,6 +704,8 @@
         isBindBone = true;
         followedBone = bone;
 
+        ApplySortingOrder();
+
         BoneFollower boneFollower = gameObject.AddMissingComponent<BoneFollower>();
         boneFollower.boneName = v;
         boneFollower.skeletonRenderer = skeletonAnim;

--
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