添加工具,优化配置

This commit is contained in:
2026-06-28 16:40:11 +08:00
parent 8953aef049
commit 8cd8aa31da
47 changed files with 2563 additions and 12 deletions

8
unity/Assets/Editor.meta Normal file
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using UnityEngine;
using UnityEditor;
/// <summary>
/// Elements底对齐工具 - 将Elements下所有物体底对齐到Y=0平面
/// </summary>
public class ElementsAligner : Editor
{
[MenuItem("Tools/Elements/底对齐到地面 (Y=0)")]
public static void AlignElementsToGround()
{
GameObject elements = GameObject.Find("Elements");
if (elements == null)
{
EditorUtility.DisplayDialog("错误", "找不到场景中的 'Elements' 物体", "确定");
return;
}
int count = 0;
Undo.SetCurrentGroupName("Align Elements to Ground");
for (int i = 0; i < elements.transform.childCount; i++)
{
Transform child = elements.transform.GetChild(i);
// 记录到Undo栈
Undo.RecordObject(child, $"Align {child.name}");
// 获取物体的包围盒
Bounds bounds = GetObjectBounds(child);
if (bounds.size == Vector3.zero)
{
Debug.LogWarning($"跳过 {child.name} - 无法计算包围盒");
continue;
}
// 计算需要移动的距离让物体底部对齐到Y=0
float bottomY = bounds.min.y;
Vector3 newPosition = child.position;
newPosition.y = child.position.y - bottomY;
child.position = newPosition;
count++;
Debug.Log($"✓ 对齐 {child.name}: 底部Y从 {bottomY:F3} 到 0");
}
if (count > 0)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
EditorUtility.DisplayDialog("完成", $"已对齐 {count} 个物体到地面 (Y=0)", "确定");
Debug.Log($"完成!对齐了 {count} 个物体");
}
}
[MenuItem("Tools/Elements/底对齐到指定高度")]
public static void AlignElementsToCustomHeight()
{
string input = EditorInputDialog.Show("对齐到指定高度", "请输入目标Y坐标:", "0");
if (input == null) return; // 用户取消
if (!float.TryParse(input, out float targetY))
{
EditorUtility.DisplayDialog("错误", "请输入有效的数字", "确定");
return;
}
GameObject elements = GameObject.Find("Elements");
if (elements == null)
{
EditorUtility.DisplayDialog("错误", "找不到场景中的 'Elements' 物体", "确定");
return;
}
int count = 0;
Undo.SetCurrentGroupName("Align Elements to Custom Height");
for (int i = 0; i < elements.transform.childCount; i++)
{
Transform child = elements.transform.GetChild(i);
Undo.RecordObject(child, $"Align {child.name}");
Bounds bounds = GetObjectBounds(child);
if (bounds.size == Vector3.zero)
{
Debug.LogWarning($"跳过 {child.name} - 无法计算包围盒");
continue;
}
float bottomY = bounds.min.y;
Vector3 newPosition = child.position;
newPosition.y = child.position.y - bottomY + targetY;
child.position = newPosition;
count++;
Debug.Log($"✓ 对齐 {child.name}: 底部Y从 {bottomY:F3} 到 {targetY:F3}");
}
if (count > 0)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
EditorUtility.DisplayDialog("完成", $"已对齐 {count} 个物体到 Y={targetY}", "确定");
}
}
/// <summary>
/// 获取物体的世界空间包围盒(包括所有子物体和渲染器)
/// </summary>
private static Bounds GetObjectBounds(Transform obj)
{
Renderer[] renderers = obj.GetComponentsInChildren<Renderer>();
if (renderers.Length == 0)
{
// 如果没有渲染器使用碰撞体或transform位置
Collider[] colliders = obj.GetComponentsInChildren<Collider>();
if (colliders.Length > 0)
{
Bounds bounds = colliders[0].bounds;
for (int i = 1; i < colliders.Length; i++)
{
bounds.Encapsulate(colliders[i].bounds);
}
return bounds;
}
// 都没有,返回以物体为中心的小包围盒
return new Bounds(obj.position, Vector3.one * 0.1f);
}
// 使用第一个渲染器初始化
Bounds result = renderers[0].bounds;
// 合并所有渲染器的包围盒
for (int i = 1; i < renderers.Length; i++)
{
result.Encapsulate(renderers[i].bounds);
}
return result;
}
}
/// <summary>
/// 简单的输入对话框(用于自定义高度)
/// </summary>
public class EditorInputDialog : EditorWindow
{
private string _title;
private string _message;
private string _inputText;
private bool _confirmed = false;
public static string Show(string title, string message, string defaultValue)
{
EditorInputDialog window = CreateInstance<EditorInputDialog>();
window.titleContent = new GUIContent(title);
window._title = title;
window._message = message;
window._inputText = defaultValue;
window._confirmed = false;
window.minSize = new Vector2(300, 120);
window.maxSize = new Vector2(300, 120);
window.ShowModal();
return window._confirmed ? window._inputText : null;
}
private void OnGUI()
{
GUILayout.Space(10);
GUILayout.Label(_message, EditorStyles.wordWrappedLabel);
GUILayout.Space(5);
GUI.SetNextControlName("InputField");
_inputText = GUILayout.TextField(_inputText);
if (Event.current.type == EventType.Repaint && GUI.GetNameOfFocusedControl() != "InputField")
{
EditorGUI.FocusTextInControl("InputField");
}
// 支持回车确认
if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Return)
{
_confirmed = true;
Close();
Event.current.Use();
}
// 支持ESC取消
if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Escape)
{
_confirmed = false;
Close();
Event.current.Use();
}
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("确定", GUILayout.Width(80)))
{
_confirmed = true;
Close();
}
if (GUILayout.Button("取消", GUILayout.Width(80)))
{
_confirmed = false;
Close();
}
GUILayout.EndHorizontal();
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
/// <summary>
/// 场景Elements Y-Sort添加工具
/// </summary>
public class SceneElementsYSorter : Editor
{
[MenuItem("Tools/Y-Sort/给Test场景Elements添加YSorter")]
public static void AddYSorterToTestSceneElements()
{
// 查找场景中的Elements物体
GameObject elements = GameObject.Find("Elements");
if (elements == null)
{
EditorUtility.DisplayDialog("错误", "找不到场景中的 'Elements' 物体", "确定");
return;
}
Transform elementsTransform = elements.transform;
int count = 0;
List<string> processedObjects = new List<string>();
// 遍历所有直接子物体
for (int i = 0; i < elementsTransform.childCount; i++)
{
Transform child = elementsTransform.GetChild(i);
// 检查是否已有YSorter
if (child.GetComponent<YSorter>() != null)
{
Debug.Log($"跳过 {child.name} - 已有YSorter");
continue;
}
// 添加YSorter组件
YSorter ySorter = child.gameObject.AddComponent<YSorter>();
// 根据物体名称设置baseSortingOrder
int baseOrder = DetermineBaseOrder(child.name);
// 通过SerializedObject设置
SerializedObject so = new SerializedObject(ySorter);
SerializedProperty prop = so.FindProperty("baseSortingOrder");
if (prop != null)
{
prop.intValue = baseOrder;
so.ApplyModifiedProperties();
}
// 标记场景已修改
EditorUtility.SetDirty(child.gameObject);
count++;
processedObjects.Add($"{child.name} (baseSortingOrder: {baseOrder})");
Debug.Log($"✓ 已添加 YSorter 到 {child.name} (baseSortingOrder: {baseOrder})");
}
// 保存场景
if (count > 0)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
EditorUtility.DisplayDialog(
"完成",
$"已给 {count} 个物体添加YSorter\n\n" +
string.Join("\n", processedObjects),
"确定"
);
}
else
{
EditorUtility.DisplayDialog("提示", "所有物体都已有YSorter", "确定");
}
}
[MenuItem("Tools/Y-Sort/给选中物体添加YSorter")]
public static void AddYSorterToSelected()
{
if (Selection.gameObjects.Length == 0)
{
EditorUtility.DisplayDialog("提示", "请先选择物体", "确定");
return;
}
int count = 0;
foreach (GameObject go in Selection.gameObjects)
{
if (go.GetComponent<YSorter>() != null)
{
Debug.Log($"跳过 {go.name} - 已有YSorter");
continue;
}
YSorter ySorter = go.AddComponent<YSorter>();
int baseOrder = DetermineBaseOrder(go.name);
SerializedObject so = new SerializedObject(ySorter);
SerializedProperty prop = so.FindProperty("baseSortingOrder");
if (prop != null)
{
prop.intValue = baseOrder;
so.ApplyModifiedProperties();
}
EditorUtility.SetDirty(go);
count++;
Debug.Log($"✓ 已添加 YSorter 到 {go.name} (baseSortingOrder: {baseOrder})");
}
if (count > 0)
{
UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(
UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene()
);
Debug.Log($"完成!给 {count} 个物体添加了YSorter");
}
}
private static int DetermineBaseOrder(string objectName)
{
string nameLower = objectName.ToLower();
if (nameLower.Contains("ground") || nameLower.Contains("floor"))
return 0;
if (nameLower.Contains("shadow"))
return 500;
if (nameLower.Contains("grass") || nameLower.Contains("flower") ||
nameLower.Contains("leaf") || nameLower.Contains("leaves"))
return 800;
if (nameLower.Contains("rock") || nameLower.Contains("bamboo") ||
nameLower.Contains("barrel") || nameLower.Contains("box") ||
nameLower.Contains("log") || nameLower.Contains("board") ||
nameLower.Contains("bush") || nameLower.Contains("bonfire") ||
nameLower.Contains("candle") || nameLower.Contains("carcasses") ||
nameLower.Contains("lotus") || nameLower.Contains("pedestal") ||
nameLower.Contains("scarecrow") || nameLower.Contains("skeleton") ||
nameLower.Contains("skull") || nameLower.Contains("spear") ||
nameLower.Contains("statue") || nameLower.Contains("tent") ||
nameLower.Contains("tenticles") || nameLower.Contains("wooden") ||
nameLower.Contains("bag") || nameLower.Contains("house"))
return 1000;
return 1000;
}
}

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using UnityEngine;
using UnityEditor;
using System.IO;
/// <summary>
/// Y-Sort 批量添加工具
///
/// 使用方法:
/// 1. 在Unity菜单栏点击 Tools -> Y-Sort -> 批量添加YSorter
/// 2. 会自动给Player、Enemy和所有场景预制体添加YSorter组件
/// 3. 根据物体类型自动设置baseSortingOrder
/// </summary>
public class YSortBatchAdder : Editor
{
[MenuItem("Tools/Y-Sort/批量添加YSorter到所有预制体")]
public static void AddYSorterToAllPrefabs()
{
string prefabFolder = "Assets/2.5D Engine/Prefabs";
if (!Directory.Exists(prefabFolder))
{
Debug.LogError($"找不到预制体文件夹: {prefabFolder}");
return;
}
string[] prefabPaths = Directory.GetFiles(prefabFolder, "*.prefab", SearchOption.AllDirectories);
int count = 0;
foreach (string path in prefabPaths)
{
string normalizedPath = path.Replace("\\", "/");
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(normalizedPath);
if (prefab == null) continue;
// 检查是否已经有YSorter
if (prefab.GetComponentInChildren<YSorter>() != null)
{
Debug.Log($"跳过 {prefab.name} - 已有YSorter");
continue;
}
// 根据预制体名称判断类型并设置baseSortingOrder
int baseOrder = DetermineBaseOrder(prefab.name);
// 添加到根物体
AddYSorterToPrefab(prefab, baseOrder);
count++;
Debug.Log($"已添加 YSorter 到 {prefab.name} (baseSortingOrder: {baseOrder})");
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log($"完成!共添加了 {count} 个YSorter");
}
[MenuItem("Tools/Y-Sort/添加YSorter到Player")]
public static void AddYSorterToPlayer()
{
string playerPath = "Assets/2.5D Engine/Player.prefab";
GameObject player = AssetDatabase.LoadAssetAtPath<GameObject>(playerPath);
if (player == null)
{
Debug.LogError($"找不到Player预制体: {playerPath}");
return;
}
AddYSorterToPrefab(player, 2000); // 角色层
AssetDatabase.SaveAssets();
Debug.Log("已添加YSorter到Player (baseSortingOrder: 2000)");
}
[MenuItem("Tools/Y-Sort/添加YSorter到Enemy")]
public static void AddYSorterToEnemy()
{
string enemyPath = "Assets/2.5D Engine/Enemy.prefab";
GameObject enemy = AssetDatabase.LoadAssetAtPath<GameObject>(enemyPath);
if (enemy == null)
{
Debug.LogError($"找不到Enemy预制体: {enemyPath}");
return;
}
AddYSorterToPrefab(enemy, 2000); // 角色层
AssetDatabase.SaveAssets();
Debug.Log("已添加YSorter到Enemy (baseSortingOrder: 2000)");
}
private static int DetermineBaseOrder(string prefabName)
{
string nameLower = prefabName.ToLower();
// 地面/地板类
if (nameLower.Contains("ground") || nameLower.Contains("floor"))
return 0;
// 阴影类
if (nameLower.Contains("shadow"))
return 500;
// 草、花、叶子等小物件
if (nameLower.Contains("grass") || nameLower.Contains("flower") ||
nameLower.Contains("leaf") || nameLower.Contains("leaves"))
return 800;
// 场景道具(树、石头、箱子、桶等)
if (nameLower.Contains("rock") || nameLower.Contains("bamboo") ||
nameLower.Contains("barrel") || nameLower.Contains("box") ||
nameLower.Contains("log") || nameLower.Contains("board") ||
nameLower.Contains("bush") || nameLower.Contains("bonfire") ||
nameLower.Contains("candle") || nameLower.Contains("carcasses") ||
nameLower.Contains("lotus") || nameLower.Contains("pedestal") ||
nameLower.Contains("scarecrow") || nameLower.Contains("skeleton") ||
nameLower.Contains("skull") || nameLower.Contains("spear") ||
nameLower.Contains("statue") || nameLower.Contains("tent") ||
nameLower.Contains("tenticles") || nameLower.Contains("wooden") ||
nameLower.Contains("bag") || nameLower.Contains("house"))
return 1000;
// 默认
return 1000;
}
private static void AddYSorterToPrefab(GameObject prefab, int baseSortingOrder)
{
// 使用PrefabUtility打开预制体进行编辑
string prefabPath = AssetDatabase.GetAssetPath(prefab);
GameObject prefabRoot = PrefabUtility.LoadPrefabContents(prefabPath);
// 添加YSorter组件到根物体
YSorter ySorter = prefabRoot.AddComponent<YSorter>();
// 通过SerializedObject设置baseSortingOrder
SerializedObject so = new SerializedObject(ySorter);
SerializedProperty baseOrderProp = so.FindProperty("baseSortingOrder");
if (baseOrderProp != null)
{
baseOrderProp.intValue = baseSortingOrder;
so.ApplyModifiedProperties();
}
// 保存预制体
PrefabUtility.SaveAsPrefabAsset(prefabRoot, prefabPath);
PrefabUtility.UnloadPrefabContents(prefabRoot);
}
}

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using UnityEngine;
using UnityEditor;
/// <summary>
/// Y-Sort诊断工具
/// </summary>
public class YSortDebugger : Editor
{
[MenuItem("Tools/Y-Sort/诊断YSorter状态")]
public static void DebugYSorter()
{
// 查找场景中所有YSorter
YSorter[] allSorters = FindObjectsOfType<YSorter>();
if (allSorters.Length == 0)
{
EditorUtility.DisplayDialog("诊断结果", "场景中没有找到任何YSorter组件\n\n请先使用菜单:\nTools → Y-Sort → 给Test场景Elements添加YSorter", "确定");
return;
}
string report = $"找到 {allSorters.Length} 个YSorter组件\n\n";
report += "=== 详细信息 ===\n\n";
foreach (YSorter sorter in allSorters)
{
report += $"物体: {sorter.gameObject.name}\n";
report += $" 位置: {sorter.transform.position}\n";
// 获取SpriteRenderer
SpriteRenderer sr = sorter.GetComponentInChildren<SpriteRenderer>();
if (sr != null)
{
report += $" SpriteRenderer: {sr.name}\n";
report += $" SortingLayer: {sr.sortingLayerName}\n";
report += $" SortingOrder: {sr.sortingOrder}\n";
}
else
{
report += $" SpriteRenderer: 未找到!\n";
}
report += "\n";
}
// 检查是否都在同一个SortingLayer
string[] layers = new string[allSorters.Length];
for (int i = 0; i < allSorters.Length; i++)
{
SpriteRenderer sr = allSorters[i].GetComponentInChildren<SpriteRenderer>();
if (sr != null)
layers[i] = sr.sortingLayerName;
}
bool allSameLayer = true;
if (layers.Length > 0)
{
string firstLayer = layers[0];
foreach (string layer in layers)
{
if (layer != firstLayer)
{
allSameLayer = false;
break;
}
}
}
if (!allSameLayer)
{
report += "⚠️ 警告: 物体不在同一个SortingLayer!\n";
report += "这可能导致排序不正确。\n";
}
Debug.Log(report);
EditorUtility.DisplayDialog("诊断完成", $"诊断信息已输出到控制台\n\n请查看Unity Console窗口", "确定");
}
[MenuItem("Tools/Y-Sort/测试YSorter计算")]
public static void TestYSorterCalculation()
{
GameObject selected = Selection.activeGameObject;
if (selected == null)
{
EditorUtility.DisplayDialog("提示", "请先选择一个物体", "确定");
return;
}
YSorter sorter = selected.GetComponent<YSorter>();
if (sorter == null)
{
EditorUtility.DisplayDialog("提示", $"选中的物体 {selected.name} 没有YSorter组件", "确定");
return;
}
// 通过反射获取私有字段
var baseOrderField = typeof(YSorter).GetField("baseSortingOrder",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
var scaleFactorField = typeof(YSorter).GetField("scaleFactor",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
int baseOrder = (int)baseOrderField.GetValue(sorter);
float scaleFactor = (float)scaleFactorField.GetValue(sorter);
Vector3 pos = selected.transform.position;
int expectedOrder = baseOrder + Mathf.RoundToInt(pos.z * scaleFactor);
SpriteRenderer sr = sorter.GetComponentInChildren<SpriteRenderer>();
int actualOrder = sr != null ? sr.sortingOrder : -1;
string msg = $"物体: {selected.name}\n";
msg += $"位置: {pos}\n";
msg += $"Z坐标: {pos.z:F3}\n";
msg += $"baseSortingOrder: {baseOrder}\n";
msg += $"scaleFactor: {scaleFactor}\n";
msg += $"期望SortingOrder: {expectedOrder}\n";
msg += $"实际SortingOrder: {actualOrder}\n\n";
if (expectedOrder == actualOrder)
{
msg += "✓ 排序正确";
}
else
{
msg += "✗ 排序不匹配!";
}
EditorUtility.DisplayDialog("YSorter测试", msg, "确定");
Debug.Log(msg);
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
/// <summary>
/// Y-Sort 批量添加工具 - EditorWindow版本
/// </summary>
public class YSortEditorWindow : EditorWindow
{
private Vector2 scrollPosition;
private List<string> logMessages = new List<string>();
[MenuItem("Tools/Y-Sort/Y-Sort管理工具")]
public static void ShowWindow()
{
GetWindow<YSortEditorWindow>("Y-Sort管理工具");
}
private void OnGUI()
{
GUILayout.Label("Y-Sort批量添加", EditorStyles.boldLabel);
GUILayout.Space(10);
if (GUILayout.Button("添加YSorter到Player预制体", GUILayout.Height(30)))
{
AddToPlayer();
}
if (GUILayout.Button("添加YSorter到Enemy预制体", GUILayout.Height(30)))
{
AddToEnemy();
}
GUILayout.Space(10);
if (GUILayout.Button("批量添加到所有场景预制体 (2.5D Engine/Prefabs)", GUILayout.Height(30)))
{
AddToAllPrefabs();
}
GUILayout.Space(10);
if (GUILayout.Button("清除日志", GUILayout.Height(20)))
{
logMessages.Clear();
Repaint();
}
GUILayout.Space(10);
GUILayout.Label("日志输出:", EditorStyles.boldLabel);
scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.ExpandHeight(true));
foreach (string msg in logMessages)
{
GUILayout.Label(msg);
}
GUILayout.EndScrollView();
}
private void AddLog(string msg)
{
logMessages.Add(msg);
Debug.Log(msg);
Repaint();
}
private void AddToPlayer()
{
string path = "Assets/2.5D Engine/Player.prefab";
AddYSorterToPrefab(path, 2000, "Player");
}
private void AddToEnemy()
{
string path = "Assets/2.5D Engine/Enemy.prefab";
AddYSorterToPrefab(path, 2000, "Enemy");
}
private void AddToAllPrefabs()
{
string folder = "Assets/2.5D Engine/Prefabs";
string[] files = System.IO.Directory.GetFiles(folder, "*.prefab", System.IO.SearchOption.AllDirectories);
int count = 0;
foreach (string file in files)
{
string normalizedPath = file.Replace("\\", "/");
string prefabName = System.IO.Path.GetFileNameWithoutExtension(file);
int baseOrder = DetermineBaseOrder(prefabName);
if (AddYSorterToPrefab(normalizedPath, baseOrder, prefabName))
{
count++;
}
}
AddLog($"完成!共添加了 {count} 个YSorter");
}
private bool AddYSorterToPrefab(string path, int baseSortingOrder, string displayName)
{
GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
if (prefab == null)
{
AddLog($"错误: 找不到预制体 {displayName}");
return false;
}
// 检查是否已有YSorter
if (prefab.GetComponentInChildren<YSorter>() != null)
{
AddLog($"跳过 {displayName} - 已有YSorter");
return false;
}
// 打开预制体进行编辑
string assetPath = AssetDatabase.GetAssetPath(prefab);
GameObject prefabRoot = PrefabUtility.LoadPrefabContents(assetPath);
if (prefabRoot == null)
{
AddLog($"错误: 无法加载预制体内容 {displayName}");
return false;
}
// 添加YSorter组件
YSorter ySorter = prefabRoot.AddComponent<YSorter>();
// 设置baseSortingOrder
SerializedObject so = new SerializedObject(ySorter);
SerializedProperty prop = so.FindProperty("baseSortingOrder");
if (prop != null)
{
prop.intValue = baseSortingOrder;
so.ApplyModifiedProperties();
}
// 保存
PrefabUtility.SaveAsPrefabAsset(prefabRoot, assetPath);
PrefabUtility.UnloadPrefabContents(prefabRoot);
AddLog($"✓ 已添加 YSorter 到 {displayName} (baseSortingOrder: {baseSortingOrder})");
return true;
}
private int DetermineBaseOrder(string prefabName)
{
string nameLower = prefabName.ToLower();
if (nameLower.Contains("ground") || nameLower.Contains("floor"))
return 0;
if (nameLower.Contains("shadow"))
return 500;
if (nameLower.Contains("grass") || nameLower.Contains("flower") ||
nameLower.Contains("leaf") || nameLower.Contains("leaves"))
return 800;
if (nameLower.Contains("rock") || nameLower.Contains("bamboo") ||
nameLower.Contains("barrel") || nameLower.Contains("box") ||
nameLower.Contains("log") || nameLower.Contains("board") ||
nameLower.Contains("bush") || nameLower.Contains("bonfire") ||
nameLower.Contains("candle") || nameLower.Contains("carcasses") ||
nameLower.Contains("lotus") || nameLower.Contains("pedestal") ||
nameLower.Contains("scarecrow") || nameLower.Contains("skeleton") ||
nameLower.Contains("skull") || nameLower.Contains("spear") ||
nameLower.Contains("statue") || nameLower.Contains("tent") ||
nameLower.Contains("tenticles") || nameLower.Contains("wooden") ||
nameLower.Contains("bag") || nameLower.Contains("house"))
return 1000;
return 1000;
}
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using UnityEngine; using UnityEngine;
/// <summary> /// <summary>
/// Y-Sort 排序器 —— 根据物体的Y坐标世界空间动态调整Sprite的sortingOrder。 /// Y-Sort 排序器 —— 根据物体的Z坐标世界空间动态调整Sprite的sortingOrder。
/// ///
/// 原理: /// 原理:
/// 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) /// 在2.5D等距视角游戏中,摄像机从斜上方45°俯视Z坐标代表"前后"关系
/// 本脚本每帧根据物体的Y坐标计算sortingOrderY值越小排序值越小 /// Z值越大离相机越远=越靠前sortingOrder越大会遮挡Z值小的物体。
/// 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。
/// ///
/// 用法: /// 用法:
/// 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 /// 1. 挂到所有需要参与排序的Sprite物体上玩家、敌人、树木、石头等
/// 2. 设置 baseSortingOrder 区分不同类型的物体(如地面=0角色=1000UI=2000 /// 2. 设置 baseSortingOrder 区分不同类型的物体(如地面=0角色=1000
/// 3. 确保所有参与排序的Sprite在同一个Sorting Layer上 /// 3. 确保所有参与排序的Sprite在同一个Sorting Layer上
/// ///
/// 注意: /// 注意:
/// - 本脚本假设摄像机从斜上方俯视(Y轴代表前后) /// - 本脚本假设摄像机从斜上方俯视(Z轴代表前后)
/// - 所有参与排序的物体必须在同一个Sorting Layer /// - 所有参与排序的物体必须在同一个Sorting Layer
/// - 建议给不同类型的物体设置不同的baseSortingOrder以避免冲突
/// </summary> /// </summary>
public class YSorter : MonoBehaviour public class YSorter : MonoBehaviour
{ {
[Tooltip("基础排序值,用于区分不同类型的物体(如地面=0角色=1000")] [Tooltip("基础排序值,用于区分不同类型的物体(如地面=0角色=1000")]
[SerializeField] private int baseSortingOrder = 0; [SerializeField] private int baseSortingOrder = 0;
[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")] [Tooltip("Z坐标到sortingOrder的缩放系数值越大前后物体排序差异越明显")]
[SerializeField] private float scaleFactor = 100f; [SerializeField] private float scaleFactor = 100f;
[Tooltip("是否每帧更新(关闭则只在移动时更新,性能更好)")] [Tooltip("是否每帧更新(关闭则只在移动时更新,性能更好)")]
@@ -56,9 +54,9 @@ public class YSorter : MonoBehaviour
private void UpdateSortingOrder() private void UpdateSortingOrder()
{ {
// Y值越小越远sortingOrder越小 // 直接使用Z坐标作为排序依据
// 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 // Z值越大离相机越远sortingOrder越大
int sortingOrder = baseSortingOrder - Mathf.RoundToInt(transform.position.y * scaleFactor); int sortingOrder = baseSortingOrder + Mathf.RoundToInt(transform.position.z * scaleFactor);
if (_spriteRenderer.sortingOrder != sortingOrder) if (_spriteRenderer.sortingOrder != sortingOrder)
{ {