层级调整

This commit is contained in:
xiekaidong 2023-05-30 22:04:32 +08:00
parent 981c440e5d
commit c3c2e63ed6
2 changed files with 11 additions and 11 deletions

View File

@ -15,7 +15,7 @@ local CacheVector2 = CS.UnityEngine.Vector2(0, 0)
local CACHE_SKILL_POS_1 = {x = 10, y = 360} local CACHE_SKILL_POS_1 = {x = 10, y = 360}
local CACHE_SKILL_POS_2 = {x = 10, y = 420} local CACHE_SKILL_POS_2 = {x = 10, y = 420}
local BATTLE_COMMON_PATH = "assets/arts/textures/background/battle_common/%s.png" local BATTLE_COMMON_PATH = "assets/arts/textures/background/battle_common/%s.png"
local BOARD_SFX_ORDER = 13 local BOARD_SFX_ORDER = GConst.UI_EFFECT_ORDER.LEVEL4 + 1
function BattleUI:getPrefabPath() function BattleUI:getPrefabPath()
return "assets/prefabs/ui/battle/battle_ui.prefab" return "assets/prefabs/ui/battle/battle_ui.prefab"
@ -1179,7 +1179,7 @@ function BattleUI:initGenerateSkillEffect()
for _, obj in pairs(self.generateSkillSfxs) do for _, obj in pairs(self.generateSkillSfxs) do
obj:setActive(true) obj:setActive(true)
obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL1) obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL5)
obj:setActive(false) obj:setActive(false)
end end
end end
@ -1530,7 +1530,7 @@ function BattleUI:refreshLv()
local sfx = uiMap["battle_ui.bg_2.lv_node.icon.vfx_ui_battle_progress_light_b01"] local sfx = uiMap["battle_ui.bg_2.lv_node.icon.vfx_ui_battle_progress_light_b01"]
if not self.lastLv then if not self.lastLv then
sfx:setActive(true) sfx:setActive(true)
sfx:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL1) sfx:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL5)
sfx:setActive(false) sfx:setActive(false)
elseif self.lastLv ~= lv then elseif self.lastLv ~= lv then
sfx:setActive(true) sfx:setActive(true)
@ -1611,7 +1611,7 @@ function BattleUI:getSfxGridBreak(breakSfxPath, index, func)
self.root.gridBreakSfxObjs[breakSfxPath][index] = { self.root.gridBreakSfxObjs[breakSfxPath][index] = {
isLoaded = true isLoaded = true
} }
EffectManager:loadUIEffectAsync(breakSfxPath, self, self.gridNode, GConst.UI_EFFECT_ORDER.LEVEL1, function(obj) EffectManager:loadUIEffectAsync(breakSfxPath, self, self.gridNode, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
self.root.gridBreakSfxObjs[breakSfxPath][index].obj = obj self.root.gridBreakSfxObjs[breakSfxPath][index].obj = obj
if self.hidingAllSfxGridBreak then if self.hidingAllSfxGridBreak then
obj:setActive(false) obj:setActive(false)
@ -1718,13 +1718,13 @@ function BattleUI:initSkillLineSfx()
for _, obj in pairs(self.skillLineSfxs) do for _, obj in pairs(self.skillLineSfxs) do
obj:setActive(true) obj:setActive(true)
obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL2) obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL5)
obj:setActive(false) obj:setActive(false)
end end
for _, obj in pairs(self.skillLightSfxs) do for _, obj in pairs(self.skillLightSfxs) do
obj:setActive(true) obj:setActive(true)
obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL2) obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL5)
obj:setActive(false) obj:setActive(false)
end end
end end
@ -1812,7 +1812,7 @@ function BattleUI:playChangeElementSfx(posId, index)
self.root.changeElementSfxs[index] = { self.root.changeElementSfxs[index] = {
isLoaded = true isLoaded = true
} }
EffectManager:loadUIEffectAsync(GConst.BattleConst.CHANGE_ELEMENT_SFX, self, self.gridNode, GConst.UI_EFFECT_ORDER.LEVEL2, function(obj) EffectManager:loadUIEffectAsync(GConst.BattleConst.CHANGE_ELEMENT_SFX, self, self.gridNode, GConst.UI_EFFECT_ORDER.LEVEL5, function(obj)
self.root.changeElementSfxs[index].obj = obj self.root.changeElementSfxs[index].obj = obj
obj:setAnchoredPosition(pos.x, pos.y) obj:setAnchoredPosition(pos.x, pos.y)
obj:play() obj:play()
@ -1833,7 +1833,7 @@ function BattleUI:initUISfxs()
for index, info in pairs(map) do for index, info in pairs(map) do
if info.obj then if info.obj then
info.obj:setActive(true) info.obj:setActive(true)
info.obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL1) info.obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL5)
info.obj:setActive(false) info.obj:setActive(false)
end end
end end
@ -1864,7 +1864,7 @@ function BattleUI:initUISfxs()
for index, info in pairs(self.root.changeElementSfxs) do for index, info in pairs(self.root.changeElementSfxs) do
if info.obj then if info.obj then
info.obj:setActive(true) info.obj:setActive(true)
info.obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL2) info.obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(self:getUIOrder(), GConst.UI_EFFECT_ORDER.LEVEL5)
info.obj:setActive(false) info.obj:setActive(false)
end end
end end

View File

@ -208,11 +208,11 @@ function GridCell:setOrder(uiOder)
local uiMap = self:getUIMap() local uiMap = self:getUIMap()
for elementType, name in pairs(GConst.BattleConst.OUTLINE_SFX) do for elementType, name in pairs(GConst.BattleConst.OUTLINE_SFX) do
local obj = uiMap["grid_cell.touch_node.ani_node.effect_node." .. name] local obj = uiMap["grid_cell.touch_node.ani_node.effect_node." .. name]
obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(uiOder, GConst.UI_EFFECT_ORDER.LEVEL_10) obj:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(uiOder, GConst.UI_EFFECT_ORDER.LEVEL4 + 1)
obj:setActive(false) obj:setActive(false)
end end
local skillEffect = uiMap["grid_cell.touch_node.ani_node.effect_node.sfx_piece_qizi_b06"] local skillEffect = uiMap["grid_cell.touch_node.ani_node.effect_node.sfx_piece_qizi_b06"]
skillEffect:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(uiOder, GConst.UI_EFFECT_ORDER.LEVEL_10) skillEffect:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_EFFECT_HELPER):SetSortingOrder(uiOder, GConst.UI_EFFECT_ORDER.LEVEL4 + 1)
skillEffect:setActive(false) skillEffect:setActive(false)
end end