游戏中,界面上有些按钮之上需要放置一个特效,或者有些区域显示比如image上显示一个特效,这时候如果再打开一个UI,我们需要让新的UI显示在特效上层,而不是被特效遮挡,这是就需要设置特效的渲染顺序。
设置特效的order in layer,新版的unity中,particle system可以直接设置render的order,但是特效中有些是使用particle system做的,有些又是直接用的图像动画等等,而类似MeshRender的order in layer是不能在编辑器直接设置的,
所以靠手工设置是不现实的,需要用脚本设置。
代码:
// 深度遍历设置所有 Render 的 SortingLayer public static void setRenderSortingLayerByActor(GameObject actor, int order, bool isRecursion) { if (null != actor) { UtilApi.setSpriteRenderSortingLayerByActor(actor, order); UtilApi.setParticleSystemSortingLayerByActor(actor, order); UtilApi.setMeshRenderSortingLayerByActor(actor, order); int childCount = actor.transform.childCount; int idx = 0; Transform childTrans = null; if (isRecursion) { for (idx = 0; idx < childCount; ++idx) { childTrans = actor.transform.GetChild(idx); UtilApi.setRenderSortingLayerByActor(childTrans.gameObject, order, isRecursion); } } } } static public void setSpriteRenderSortingLayerByActor(UnityEngine.GameObject actor, int order) { if (null != actor) { SpriteRenderer render = null; render = actor.GetComponent<SpriteRenderer>(); UtilApi.setSpriteRenderSortingLayerBySpriteRenderer(render, order); } } /** * @brief unity渲染层级关系小结 * @ref http://blog.csdn.net/meegomeego/article/details/42060389 */ // 可以在编辑器中设置 static public void setSpriteRenderSortingLayerBySpriteRenderer(SpriteRenderer render, int order) { if (null != render && render.sortingOrder != order) { render.sortingOrder = order; } } static public void setParticleSystemSortingLayerByActor(UnityEngine.GameObject actor, int order) { if (null != actor) { ParticleSystem particleSystem = null; particleSystem = actor.GetComponent<ParticleSystem>(); UtilApi.setParticleSystemSortingLayer(particleSystem, order); } } // 不能在编辑器中设置 static public void setParticleSystemSortingLayer(ParticleSystem particleSystem, int order) { if (null != particleSystem) { Renderer render = particleSystem.GetComponent<Renderer>(); if (null != render && render.sortingOrder != order) { render.sortingOrder = order; } } } static public void setMeshRenderSortingLayerByActor(UnityEngine.GameObject actor, int order) { if (null != actor) { UnityEngine.MeshRenderer meshRenderer = null; meshRenderer = actor.GetComponent<UnityEngine.MeshRenderer>(); UtilApi.setMeshRenderSortingLayer(meshRenderer, order); } } // 不能在编辑器中设置 static public void setMeshRenderSortingLayer(UnityEngine.MeshRenderer meshRenderer, int order) { if (null != meshRenderer && meshRenderer.sortingOrder != order) { meshRenderer.sortingOrder = order; } }