public static class BattleConst { public const int BattleStartEffectID = 1001; // Example effect ID for battle start public const int skillMotionFps = 30; public const int BattlePointItemID = 3;//战锤ID // 1000~10000之间的战斗层级 // 需要考虑根据UI 特效 战斗角色三方的层级关系 // 确立基本的层级范围 后往上累加 // 1.不能在BattleWin之下 否则就看不见了 // 2.处理EffectPenetrationBlocker的自动调整排序 // 3.要联动EffectConfig的前后的问题 // BattleWin.Canvas.sortingOrder是最低值 // 还需要确立黑色的Mask的层级 // UI界面|非激活英雄|挡板|激活英雄 // 非激活英雄后特效|非激活英雄|非激活英雄前 // 激活英雄后特效|激活英雄|激活英雄前特效 // 应该如何管理层级? // RendererAdjuster如何替换EffectPenetrationBlocker? // RendererAdjuster应该不参与管理子RendererAdjuster // RendererAdjuster怎么联系起来 public const int BattleBlackTransparentMaskOffset = 100; public static int BattleWinSortingOrder { get { BattleWin battleWin = UIManager.Instance.GetUI(); if (battleWin != null) { return battleWin.GetSortingOrder(); } FullScreenBattleWin fsBattleWin = UIManager.Instance.GetUI(); if (fsBattleWin != null) { return fsBattleWin.GetSortingOrder(); } return 0; } } // 非激活英雄的层级 public static int UnactiveHeroSortingOrder { get { return BattleWinSortingOrder + BattleBlackTransparentMaskOffset - 50; } } // 非激活英雄的后特效 public static int UnactiveHeroBackSortingOrder { get { return UnactiveHeroSortingOrder - 1; } } // 非激活英雄的前特效 public static int UnactiveHeroFrontSortingOrder { get { return UnactiveHeroSortingOrder + 1; } } // 挡板的层级 public static int BlockerSortingOrder { get { return UnactiveHeroFrontSortingOrder + 1; } } // 激活英雄的层级 public static int ActiveHeroSortingOrder { get { return BattleWinSortingOrder + BattleBlackTransparentMaskOffset + 50; } } // 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 { get { return ActiveHeroSortingOrder - 1; } } // 激活英雄的前特效 public static int ActiveHeroFrontSortingOrder { get { return ActiveHeroSortingOrder + 1; } } }