SortingLayerstruct in UnityEngine描述 SortingLayer 可用于轻松设置多个精灵的渲染顺序。始终有一个名称为“Default”的默认 SortingLayer,最初所有精灵都添加到其中。添加了更多 SortingLayer,可轻松控制精灵组的渲染顺序。图层可排在默认图层的前面或后面。
unity 代码 sortingLayerID 怎么设置 unity怎么敲代码 4.前面三种都是需要if else switch case去判断的,现在写一种不需要条件判断的。思想是以多数服从少数,多数包含少数的实现,少数调用。文字上难以理解,直接上代码比较好。还是防具和武器播放不同动画的栗子,这里假如武器种类多,防具数目比较少,也就是武器是多数,防...
Sorting Layer与渲染次序相关,根据Sorting Layer中设置的Layer先后顺序依次渲染,默认为Default,在代码中Canvas.sortingLayerID = 0表示默认。 Order in Layer是同一个Sorting Layer内的细分,根据数值由小到大依次渲染。在代码中Canvas.sortingOrder表示Order in Layer的值。 渲染优先级:Camera.depth > Sorting Layer >...
private float hp; public Entity(int id) { ID = id; } public float HP { get { return hp; } set { hp = value; Console.WriteLine("玩家{0}的血量改变为{1}", ID, hp); HP_ChangeEvent(hp); } } } class TeamMember { public readonly int ID; private float m_Hp; public TeamMember...
intValue = sortingLayersProp.arraySize - 1; newlayer.FindPropertyRelative("name").stringValue = sortingLayer; tagsAndLayersManager.ApplyModifiedProperties(); } 由于直接用代码设置 SortingLayer 代码上传到其他电脑上发现 SortingLayer会出现设置不正确的现象,所以代码中对其 "uniqueID"进行了设置这样就解决...
sortingLayerID = layerOrder; 20 } 21 22 void Update() 23 { 24 25 DrawCurve(); 26 27 } 28 29 void DrawCurve() 30 { 31 for (int i = 1; i <= _segmentNum; i++) 32 { 33 float t = i / (float)_segmentNum; 34 int nodeIndex = 0; 35 Vector3 pixel = CalculateCubicBezier...
Renderer.sortingLayerID public int sortingLayerID ; 描述 渲染器排序图层的唯一 ID。 默认排序图层的 ID 始终为 0。 Did you find this page useful? Please give it a rating: Report a problem on this page 版权所有 © 2020 Unity Technologies. Publication 2019.3 教程社区答案知识库论坛Asset Store...
简单易懂的结论:判断顺序 Sorting Layer > Order Layer > Transparency Sort Mode Unity在渲染时,若多张精灵图在同一平面上重叠,会根据以下策略判断上下关系。顺序如下: 比较Sprite Renderer组件的Sorting Layer,排列越前的Sorting Layer,显示在越下层; 若多张精灵图的Sorting Layer一致,则继续比较同样是Sprite Renderer...
0.5m_AutoUVMaxAngle:89m_LightmapParameters:{fileID:0}m_SortingLayerID:0m_SortingLayer:0m_SortingOrder:0m_RenderMode:0m_SortMode:0m_MinParticleSize:0m_MaxParticleSize:2m_CameraVelocityScale:0m_VelocityScale:0m_LengthScale:2m_SortingFudge:10m_NormalDirection:1m_RenderAlignment:0m_Pivot:{x:...
(1<<4),// combination of: static batching, lightmaps, material sort key, geometry IDCanvasOrder = (1<<5),// same distance sort priority (used in Canvas)RendererPriority = (1<<6),// by renderer priority (if render queues are not equal)CommonOpaque = SortingLayer | RenderQueue | ...