SceneZClamp.cs 1.4 KB

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  1. using System;
  2. using UnityEngine;
  3. [ExecuteInEditMode]
  4. [AddComponentMenu("FantaBlade/Scene/场景层级编辑限制脚本")]
  5. public class SceneZClamp : MonoBehaviour
  6. {
  7. private float znum
  8. {
  9. get
  10. {
  11. switch (this.zLayer)
  12. {
  13. case LayerManager.ZNumEnum.NNear:
  14. return LayerManager.ZNum.NNear;
  15. case LayerManager.ZNumEnum.MNear:
  16. return LayerManager.ZNum.MNear;
  17. case LayerManager.ZNumEnum.NMiddle:
  18. return LayerManager.ZNum.NMiddle;
  19. case LayerManager.ZNumEnum.MMiddle_P:
  20. return LayerManager.ZNum.MMiddle_P;
  21. case LayerManager.ZNumEnum.MMiddle_E:
  22. return LayerManager.ZNum.MMiddleE(EnemyAttribute.RankType.Normal);
  23. case LayerManager.ZNumEnum.FMiddle:
  24. return LayerManager.ZNum.FMiddle;
  25. case LayerManager.ZNumEnum.NFar:
  26. return LayerManager.ZNum.NFar;
  27. case LayerManager.ZNumEnum.MFar:
  28. return LayerManager.ZNum.MFar;
  29. case LayerManager.ZNumEnum.FFar:
  30. return LayerManager.ZNum.FFar;
  31. case LayerManager.ZNumEnum.BgFar:
  32. return LayerManager.ZNum.BgFar;
  33. case LayerManager.ZNumEnum.Fx:
  34. return LayerManager.ZNum.Fx;
  35. default:
  36. Log.Error("ZClamp发生严重错误,选择了尚未实现代码的Layer,请仔细检查源代码");
  37. return LayerManager.ZNum.Fx;
  38. }
  39. }
  40. }
  41. [SerializeField]
  42. private LayerManager.ZNumEnum zLayer;
  43. [SerializeField]
  44. private int sortNum;
  45. [SerializeField]
  46. private bool fixedScale;
  47. private const float scale = 0.0001f;
  48. }