From cb653cf75b17b9bdca0b5b9e6b88edf1ca72e90c Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 17 十月 2025 09:54:11 +0800
Subject: [PATCH] 0312 删除旧的日常代码3
---
Main/Component/UI/Common/RendererAdjuster.cs | 56 ++++++++++++++++++++++++++++++++++++++++----------------
1 files changed, 40 insertions(+), 16 deletions(-)
diff --git a/Main/Component/UI/Common/RendererAdjuster.cs b/Main/Component/UI/Common/RendererAdjuster.cs
index 1a1977c..b7e635e 100644
--- a/Main/Component/UI/Common/RendererAdjuster.cs
+++ b/Main/Component/UI/Common/RendererAdjuster.cs
@@ -2,10 +2,10 @@
using System.Collections.Generic;
using UnityEngine;
using System;
+using Spine.Unity;
public class RendererAdjuster : MonoBehaviour
{
- public int renderQueue = 3000;
public int sortingOrder = 0;
@@ -13,30 +13,41 @@
public List<Renderer> renderers = new List<Renderer>();
+ // 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;
- UpdateComps();
- UpdateSortingOrder();
- }
-
- public void Awake()
- {
- UpdateComps();
- }
-
- protected void OnEnable()
- {
- UpdateComps();
- UpdateSortingOrder();
+ UpdateLayer();
}
protected void UpdateComps()
{
renderers.Clear();
renderers.AddRange(gameObject.GetComponentsInChildren<Renderer>(true));
+
+ // skeletonAnimations.Clear();
+ // skeletonAnimations.AddRange(gameObject.GetComponentsInChildren<SkeletonAnimation>(true));
+
+ canvas = GetComponentInChildren<Canvas>(true);
+ }
+
+ [ContextMenu("UpdateLayer")]
+ private void UpdateLayer()
+ {
+ UpdateComps();
+ UpdateSortingOrder();
}
public void UpdateSortingOrder()
@@ -44,6 +55,7 @@
// 灏嗙壒鏁堢殑鎺掑簭椤哄簭璁剧疆涓篊anvas鎺掑簭椤哄簭鍔犱笂鍋忕Щ閲�
ApplySortingSettings(sortingOrder, customSortingLayer);
}
+
private void ApplySortingSettings(int sortingOrder, string sortingLayer)
{
@@ -52,8 +64,6 @@
if (renderer != null)
{
renderer.sortingOrder = sortingOrder;
- renderer.material.renderQueue = renderQueue; // 璁剧疆娓叉煋闃熷垪
- // renderer.material.renderQueue = overlayRQ;
if (!string.IsNullOrEmpty(sortingLayer))
{
renderer.sortingLayerName = sortingLayer;
@@ -61,6 +71,20 @@
}
}
+ if (null != canvas)
+ {
+ canvas.sortingOrder = sortingOrder + canvasOffset;
+ if (!string.IsNullOrEmpty(sortingLayer))
+ {
+ canvas.sortingLayerName = sortingLayer;
+ }
+ }
+
+ // foreach (var skeletonAnim in skeletonAnimations)
+ // {
+
+ // }
+
onSortingChanged?.Invoke(sortingLayer, sortingOrder);
}
}
--
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