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@@ -387,7 +387,7 @@ namespace GFGGame
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{
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render.SortingOrder = sortingOrder;
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}
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- SetParticleSortingOrder(gameObj, sortingOrder);
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+ SetRenderersOrder(gameObj, sortingOrder);
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return gameObj;
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}
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@@ -438,16 +438,9 @@ namespace GFGGame
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var sortingGroup = gameObj.transform.GetComponent<SortingGroup>();
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if (sortingGroup != null)
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{
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- //sortingGroup = gameObj.AddComponent<SortingGroup>();
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GameObject.Destroy(sortingGroup);
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}
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- var meshRender = gameObj.GetComponent<MeshRenderer>();
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- if(meshRender != null)
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- {
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- meshRender.sortingOrder = sortingOrder + 1;
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- }
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- //sortingGroup.sortingOrder = sortingOrder + 1;//特效层默认高一个层级
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- SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
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+ SetRenderersOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
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}
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public static void LoadSpritePos(string res, out float tx, out float ty)
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@@ -470,9 +463,25 @@ namespace GFGGame
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ty = 0;
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}
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- public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
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+ public static void SetRenderersOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
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{
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+ var meshRenderers = gameObj.transform.GetComponentsInChildren<MeshRenderer>();
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+ for (int i = 0; i < meshRenderers.Length; i++)
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+ {
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+ var renderer = meshRenderers[i].GetComponent<Renderer>();
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+ if (renderer != null)
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+ {
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+ if (isAdd)
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+ {
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+ renderer.sortingOrder = renderer.sortingOrder + sortingOrder;
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+ }
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+ else
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+ {
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+ renderer.sortingOrder = sortingOrder;
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+ }
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+ }
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+ }
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ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
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for (int i = 0; i < particles.Length; i++)
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{
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