using UnityEngine; using System.Collections.Generic; using UnityEngine.UI; public class BattleRootNode : MonoBehaviour { public RectTransform redTeamNode; public List redTeamNodeList { get { return _redTeamNodeList; } } private List _redTeamNodeList = new List(); public RectTransform blueTeamNode; public List blueTeamNodeList { get { return _blueTeamNodeList; } } private List _blueTeamNodeList = new List(); public RawImage imgBackground; public RectTransform bgPos1; public RectTransform bgPos2; public RectTransform battleNode; public RectTransform battleNodePos1; public RectTransform battleNodePos2; public RendererAdjuster skillMaskAdjuster; public RendererAdjuster battleStartAdjuster; public RendererAdjuster backgroundAdjuster; public RendererAdjuster notFollowTipsAdjuster; void Awake() { for (int i = 1; i <= TeamConst.MaxTeamSlotCount; i++) { Transform redTrans = redTeamNode.Find("Pos" + i); _redTeamNodeList.Add(redTrans.gameObject); Transform blueTrans = blueTeamNode.Find("Pos" + i); _blueTeamNodeList.Add(blueTrans.gameObject); } DontDestroyOnLoad(gameObject); // SetSortingOrder(); } public void SetBackground(Texture texture) { if (imgBackground != null) { imgBackground.texture = texture; imgBackground.raycastTarget = false; // imgBackground.SetNativeSize(); } } public void SetSortingOrder() { skillMaskAdjuster.SetSortingOrder(BattleConst.SkillMaskOrder); battleStartAdjuster.SetSortingOrder(BattleConst.BattleStartEffectOrder);//最高层 backgroundAdjuster.SetSortingOrder(BattleConst.BattleBackgroundOrder);//最低层 notFollowTipsAdjuster.SetSortingOrder(BattleConst.NotFolowTipsOrder); } public Transform skillBackNode; public Transform skillFrontNode; public GameObject skillMaskNode; public GameObject battleStartNode; public GameObject GetRootNode(BattleCamp battleCamp, int pos) { if (pos <= 0 || pos > 7) { pos = 2; } var rootNodeList = battleCamp == BattleCamp.Red ? redTeamNodeList : blueTeamNodeList; return rootNodeList[pos - 1]; } }