Browse Source

拍照层级

zhaoyang 2 years ago
parent
commit
1b75100e53

+ 1 - 0
GameClient/Assets/Game/HotUpdate/Data/PhotographDataManager.cs

@@ -20,6 +20,7 @@ namespace GFGGame
     {
 
         public List<GameObject> itemGameObjs = new List<GameObject>();
+        public const int layerCount = 600;
 
         public DressUpObj dressUpObj;//当前穿戴的角色数据
         public Dictionary<int, List<int>> _equipSceneData = new Dictionary<int, List<int>>();//当前穿戴的场景数据

+ 1 - 36
GameClient/Assets/Game/HotUpdate/Data/PhotographSceneManager.cs

@@ -53,15 +53,6 @@ namespace GFGGame
 
             string layerName = string.Format("resLayer{0}", layer);
             string value = typeof(ItemCfg).GetField(layerName).GetValue(itemCfg).ToString();
-            // string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
-
-            // string res = DressUpUtil.GetDressUpItemLayerRes(itemCfg, layer);
-            // string resPath = ResPathUtil.GetDressUpPath(res);
-            // var effPath = ResPathUtil.GetDressUpEffectPath(itemCfg.res);
-            // if (!VEngine.Versions.Contains(resPath) && VEngine.Versions.Contains(effPath))
-            // {
-            //     AddOnlyEffItemToScene(sceneObject, parentGameObj, itemCfg.id, layer);
-            // }
 
             AddItemGameObjectToList(parentGameObj, setLayer);
         }
@@ -81,16 +72,6 @@ namespace GFGGame
             string resPath = ResPathUtil.GetDressUpAnimationPath(res);
             if (VEngine.Versions.Contains(resPath))
             {
-                // SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
-                // if (spriteRenderer == null)
-                // {
-                //     spriteRenderer = gameObject.AddComponent<SpriteRenderer>();
-                //     Collider2D collider2D = gameObject.GetComponent<Collider2D>();
-                //     spriteRenderer.size = collider2D.bounds.size;
-                //     // spriteRenderer.
-                //     spriteRenderer.enabled = false;
-                // }
-                // if (spriteRenderer != null) spriteRenderer.enabled = false;
                 DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
                 parentGameObj.transform.localPosition = Vector3.zero;
             }
@@ -103,22 +84,6 @@ namespace GFGGame
             PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
         }
 
-        // private void AddOnlyEffItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
-        // {
-        //     ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
-        //     parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
-
-        //     GameObject gameObject = new GameObject(itemCfg.id.ToString());
-        //     gameObject.transform.SetParent(parentGameObj.transform);
-        //     string res = DressUpUtil.GetDressUpItemLayerRes(itemCfg, resLayer);
-        //     string resPath = ResPathUtil.GetDressUpPath(res);
-        //     SetSpriteRendererToTransform(gameObject.transform, resPath);
-        //     SetBoxCollider2DToGameObject(gameObject);
-        //     gameObject.GetComponent<SpriteRenderer>().enabled = false;
-        //     DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
-        //     PhotographUtil.Instance.SetGameObjectCenter(parentGameObj);
-        // }
-
         //拍照角色
         private void UpdatePhotographBody(GameObject sceneObj, GameObject parentObj)
         {
@@ -176,7 +141,7 @@ namespace GFGGame
             if (setLayer)
             {
                 int index = itemGameObjs.Count - 1;
-                PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * 300, "up");
+                PhotographUtil.Instance.ChangeLayer(itemGameObjs[index], index * PhotographDataManager.layerCount, "up");
             }
             itemGameObjs.Sort((GameObject a, GameObject b) =>
             {