整理美术资源
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68
unity/Assets/camera/YSorter.cs
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68
unity/Assets/camera/YSorter.cs
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using UnityEngine;
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/// <summary>
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/// Y-Sort 排序器 —— 根据物体的Y坐标(世界空间)动态调整Sprite的sortingOrder。
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///
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/// 原理:
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/// 在2.5D等距视角游戏中,Y坐标代表"前后"关系(Y越小=越远=越靠后)。
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/// 本脚本每帧根据物体的Y坐标计算sortingOrder,Y值越小排序值越小,
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/// 这样后面的物体会被前面的物体遮挡,实现正确的前后遮挡关系。
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///
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/// 用法:
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/// 1. 挂到所有需要参与Y-Sort的Sprite物体上(玩家、敌人、树木、石头等)
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/// 2. 设置 baseSortingOrder 区分不同类型的物体(如地面=0,角色=1000,UI=2000)
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/// 3. 确保所有参与排序的Sprite在同一个Sorting Layer上
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///
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/// 注意:
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/// - 本脚本假设摄像机从斜上方俯视(Y轴代表前后)
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/// - 所有参与排序的物体必须在同一个Sorting Layer
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/// - 建议给不同类型的物体设置不同的baseSortingOrder以避免冲突
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/// </summary>
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public class YSorter : MonoBehaviour
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{
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[Tooltip("基础排序值,用于区分不同类型的物体(如地面=0,角色=1000)")]
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[SerializeField] private int baseSortingOrder = 0;
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[Tooltip("Y坐标到sortingOrder的缩放系数(值越大,前后物体排序差异越明显)")]
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[SerializeField] private float scaleFactor = 100f;
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[Tooltip("是否每帧更新(关闭则只在移动时更新,性能更好)")]
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[SerializeField] private bool updateEveryFrame = true;
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private SpriteRenderer _spriteRenderer;
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private Vector3 _lastPosition;
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private void Awake()
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{
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_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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if (_spriteRenderer == null)
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{
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Debug.LogWarning($"YSorter: 物体 {gameObject.name} 没有找到SpriteRenderer组件");
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}
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_lastPosition = transform.position;
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}
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private void LateUpdate()
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{
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if (_spriteRenderer == null) return;
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// 如果设置了不是每帧更新,只在位置改变时更新
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if (!updateEveryFrame && transform.position == _lastPosition)
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return;
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UpdateSortingOrder();
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_lastPosition = transform.position;
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}
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private void UpdateSortingOrder()
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{
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// Y值越小(越远),sortingOrder越小
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// 使用负号是因为Unity中Y轴向上为正,但我们需要Y越小=越靠后
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int sortingOrder = baseSortingOrder - Mathf.RoundToInt(transform.position.y * scaleFactor);
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if (_spriteRenderer.sortingOrder != sortingOrder)
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{
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_spriteRenderer.sortingOrder = sortingOrder;
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}
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}
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}
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11
unity/Assets/camera/YSorter.cs.meta
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11
unity/Assets/camera/YSorter.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: CCgY4CyqVHkfAUXU0+AZevsbEL7ex49jkAXnw8oz9TQ6JplkI3k2lCQ=
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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