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@@ -420,7 +420,13 @@ namespace GFGGame
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AddAssetReleaser(gameObj, resPath);
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AddAssetReleaser(gameObj, resPath);
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gameObj.transform.SetParent(parentObj.transform);
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gameObj.transform.SetParent(parentObj.transform);
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gameObj.name = objName;
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gameObj.name = objName;
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- SetParticleSortingOrder(gameObj, sortingOrder + 1);//特效层默认高一个层级
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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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+ }
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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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return gameObj;
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return gameObj;
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}
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}
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@@ -446,14 +452,10 @@ namespace GFGGame
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public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
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public static void SetParticleSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
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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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ParticleSystem[] particles = gameObj.transform.GetComponentsInChildren<ParticleSystem>();
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for (int i = 0; i < particles.Length; i++)
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for (int i = 0; i < particles.Length; i++)
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{
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{
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- var sortingGroup = particles[i].GetComponent<SortingGroup>();
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- if(sortingGroup != null)
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- {
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- sortingGroup.sortingOrder = sortingOrder;
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- }
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var renderer = particles[i].GetComponent<Renderer>();
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var renderer = particles[i].GetComponent<Renderer>();
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if (renderer != null)
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if (renderer != null)
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{
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{
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