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@@ -243,24 +243,7 @@ namespace GFGGame
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private void UpdateLayer()
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{
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Debug.Log($"add UpdateLayer {itemCfg.id} layerId {layerId}");
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- //string objName;
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- //if (showAni)
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- //{
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- // objName = string.Format(DressUpUtil.FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
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- //}
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- //else
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- //{
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- // objName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
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- //}
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int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId);
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- //var gameObj = DressUpUtil.GetGameObjExisted(parentObj, objName, resPath);
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- //if (gameObj != null)
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- //{
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- // LogHelper.LogEditor("GetGameObjExisted!");
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-
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- // DressUpUtil.SetRenderersOrder(gameObj, sortingOrder);
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- // return;
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- //}
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//清理旧的
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var spritObjName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
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DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
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@@ -293,37 +276,24 @@ namespace GFGGame
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var spritObjName = DressUpUtil.BODY_SPRITE_NAME;
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var aniObjName = DressUpUtil.BODY_ANIMATION_NAME;
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var effectObjName = DressUpUtil.BODY_EFFECT_OBJ_NAME;
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- //string objName;
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- //if (this.showAni)
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- //{
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- // objName = DressUpUtil.BODY_ANIMATION_NAME;
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- //}
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- //else
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- //{
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- // objName = DressUpUtil.BODY_SPRITE_NAME;
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- //}
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int sortingOrder = 0;
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- //var gameObj = DressUpUtil.GetGameObjExisted(parentObj, objName, resPath);
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- //if (gameObj != null)
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- //{
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- // LogHelper.LogEditor("GetGameObjExisted!");
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- // DressUpUtil.SetRenderersOrder(gameObj, sortingOrder);
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- // return;
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- //}
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var removeBodyAni = DressUpUtil.TryRemoveObj(parentObj, aniObjName);
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DressUpUtil.TryRemoveObj(parentObj, effectObjName);
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DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
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- if (this.showAni)
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- {
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- DressUpUtil.AddAnimationObj(this.resPath, aniObjName, parentObj, sortingOrder);
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- }
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- else
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+ if(!string.IsNullOrEmpty(this.resPath))
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{
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- DressUpUtil.AddSpriteObj(this.resPath, spritObjName, parentObj, sortingOrder, needSetMask);
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- if (removeBodyAni)
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+ if (this.showAni)
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{
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- parentObj.transform.localPosition = Vector3.zero;
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- parentObj.transform.localRotation = Quaternion.identity;
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+ DressUpUtil.AddAnimationObj(this.resPath, aniObjName, parentObj, sortingOrder);
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+ }
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+ else
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+ {
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+ DressUpUtil.AddSpriteObj(this.resPath, spritObjName, parentObj, sortingOrder, needSetMask);
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+ if (removeBodyAni)
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+ {
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+ parentObj.transform.localPosition = Vector3.zero;
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+ parentObj.transform.localRotation = Quaternion.identity;
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+ }
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}
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}
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if (!string.IsNullOrEmpty(effectResPath))
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