使用UGUI時,經常需要設置UI上的層級。
1.先來說說我們的問題:由於unity渲染物體時是從上到下直接渲染的,這就導致了渲染出來的效果和我們預期的不一致,因此必須設置層級,指定渲染的先後順序(層級低的先渲染)纔行。
那麼問題來了,UGUII並沒有NGUI這麼方便的提供設置層級的入口。
2.我們必須給UI添加一個組件(Canvas)來設置UI層級
但是坑爹的是:設置完後,層級的問題解決了,但是UI的所有事件被攔截(包括按鈕的點擊、UI拖拽等等)
3.終極解決方案:給UI再設置一個組件Graphic Raycster,完美解決,既可以顯示特效,還不會遮擋UI。
至此有個問題,如果界面很多都需要設置上述的canvas,那就需要自己實現一個管理類,給每個ui設置它的order,不過canvas會影響合併批次,所以不能有太多,自己權衡。
public class UIManager : MonoBehaviour
{
/// 窗口的排序層集合
public static Dictionary<string, int> _DicUIFormSortLayerCount;
//初始化核心數據,加載"UI窗體路徑"到集合中
private void Awake()
{
//字段初始化
_DicUIFormSortLayerCount = new Dictionary<string, int>
{
{ "SelectTipsUI",40 },
{"DiceUI",20 },
{ "GetItemBoxUI",20},
{ "MissionTipsUI",20},
{ "RandomEventUI",20},
{ "RandomShopUI",20},
{ "ShopGoodsInfoUI",25}
};
_DicAllUIForms = new Dictionary<string, BaseUIForm>();
_DicCurrentShowUIForms = new Dictionary<string, BaseUIForm>();
_DicFormsPaths = new Dictionary<string, string>();
_StaCurrentUIForms = new Stack<BaseUIForm>();
_StaChildUIForm = new Stack<BaseUIForm>();
//初始化加載Canvas根預設
InitRootCanvasLoading();
//得到UI根節點、全屏節點、固定節點、彈出節點
_TraCanvasTransform = GameObject.FindGameObjectWithTag(SysDefine.SYS_TAG_CANVAS).transform;
_TraNormal = UnityHelper.FindTheChildNode(_TraCanvasTransform.gameObject, SysDefine.SYS_NORMAL_NODE);
_TraFixed = UnityHelper.FindTheChildNode(_TraCanvasTransform.gameObject, SysDefine.SYS_FIXED_NODE);
_TraPopUp = UnityHelper.FindTheChildNode(_TraCanvasTransform.gameObject, SysDefine.SYS_POPUP_NODE);
_TraGuide = UnityHelper.FindTheChildNode(_TraCanvasTransform.gameObject, SysDefine.SYS_GUIDE_NODE);
_TraUIScripts = UnityHelper.FindTheChildNode(_TraCanvasTransform.gameObject, SysDefine.SYS_SCRIPTMANAGER_NODE);
_TraSavePrefab = UnityHelper.FindTheChildNode(_TraCanvasTransform.gameObject,SysDefine.SYS_SAVEPREFAB_NODE);
}
=========================================================================
/// 基礎UI窗體
public class BaseUIForm : MonoBehaviour
{
/// 重置層序
public void ResetCanvasSortLayer()
{
if (UIManager._DicUIFormSortLayerCount.ContainsKey(name))
{
this.GetComponent<Canvas>().sortingOrder = UIManager._DicUIFormSortLayerCount[name];
}
}
==========================================================================
public class UIMaskManager : MonoBehaviour
{
/// 設置遮罩狀態
/// </summary>
/// <param name="objDisplay">需要顯示的UI窗體</param>
/// <param name="LucenyType"></param>
public void SetMaskWindow(GameObject objDisplay,UIFormLucenyType LucenyType = UIFormLucenyType.Lucency)
{
if (LucenyType == UIFormLucenyType.DnotMask)
{
//顯示窗體下移
objDisplay.transform.SetAsLastSibling();
//增加當前UI攝像機的層深(保證當前相機爲最前顯示)
if (_UICamera != null)
{
_UICamera.depth = _UICamera.depth + 100;
}
return;
}
Canvas _MaskCanvas = _objMaskPanel.GetOrAddComponent<Canvas>();
_objMaskPanel.GetOrAddComponent<GraphicRaycaster>();
//頂層窗體下移
_objTopPanel.transform.SetAsLastSibling();
if (UIManager._DicUIFormSortLayerCount.ContainsKey(objDisplay.name))
{
objDisplay.GetComponent<Canvas>().sortingOrder = UIManager._DicUIFormSortLayerCount[objDisplay.name]+2;
_MaskCanvas = _objMaskPanel.GetComponent<Canvas>();
_MaskCanvas.overrideSorting = true;
_MaskCanvas.enabled = true;
_MaskCanvas.sortingOrder = objDisplay.GetComponent<Canvas>().sortingOrder - 1;
}
else
{
if (_MaskCanvas != null)
{
Destroy(_objMaskPanel.GetComponent<GraphicRaycaster>());
Destroy(_MaskCanvas);
}
}
}
引用:https://blog.csdn.net/qq_34937637/article/details/81066890