From e3631d3e1590b5d955a21257a00ec661a5877eb1 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 04 十一月 2025 16:31:41 +0800
Subject: [PATCH] 0312 装备拾取调整:单武将攻击先掉落装备,不管中间发生几次攻击,几次技能 几次掉落都不弹装备,待下一个武将(含敌我)开始攻击前处理装备
---
Main/Component/UI/Common/RendererAdjuster.cs | 16 ++++++++++++----
1 files changed, 12 insertions(+), 4 deletions(-)
diff --git a/Main/Component/UI/Common/RendererAdjuster.cs b/Main/Component/UI/Common/RendererAdjuster.cs
index 4ecc7ee..b7e635e 100644
--- a/Main/Component/UI/Common/RendererAdjuster.cs
+++ b/Main/Component/UI/Common/RendererAdjuster.cs
@@ -17,6 +17,8 @@
protected Canvas canvas;
+ public int canvasOffset = 1;
+
public Action<string, int> onSortingChanged;
protected void Awake()
@@ -27,8 +29,7 @@
public void SetSortingOrder(int sortingOrder)
{
this.sortingOrder = sortingOrder;
- UpdateComps();
- UpdateSortingOrder();
+ UpdateLayer();
}
protected void UpdateComps()
@@ -39,7 +40,14 @@
// skeletonAnimations.Clear();
// skeletonAnimations.AddRange(gameObject.GetComponentsInChildren<SkeletonAnimation>(true));
- canvas = GetComponentInChildren<Canvas>();
+ canvas = GetComponentInChildren<Canvas>(true);
+ }
+
+ [ContextMenu("UpdateLayer")]
+ private void UpdateLayer()
+ {
+ UpdateComps();
+ UpdateSortingOrder();
}
public void UpdateSortingOrder()
@@ -65,7 +73,7 @@
if (null != canvas)
{
- canvas.sortingOrder = sortingOrder + 1;
+ canvas.sortingOrder = sortingOrder + canvasOffset;
if (!string.IsNullOrEmpty(sortingLayer))
{
canvas.sortingLayerName = sortingLayer;
--
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