80 lines
2.6 KiB
C#
80 lines
2.6 KiB
C#
using UnityEngine;
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using UnityEngine.Tilemaps;
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/// <summary>
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/// Y-Sort 排序器 —— 根据物体的Z坐标(世界空间)动态调整Sprite的sortingOrder。
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/// 支持SpriteRenderer和TilemapRenderer。
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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("Z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 TilemapRenderer _tilemapRenderer;
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private Vector3 _lastPosition;
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private void Awake()
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{
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// 尝试获取SpriteRenderer
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_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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// 如果没有SpriteRenderer,尝试获取TilemapRenderer
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if (_spriteRenderer == null)
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{
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_tilemapRenderer = GetComponentInChildren<TilemapRenderer>();
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if (_tilemapRenderer == null)
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{
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Debug.LogWarning($"YSorter: 物体 {gameObject.name} 没有找到SpriteRenderer或TilemapRenderer组件");
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}
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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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// 如果没有任何渲染器,返回
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if (_spriteRenderer == null && _tilemapRenderer == 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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// 使用物体中心(transform.position)的Z坐标作为排序依据
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float sortZ = transform.position.z;
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// Z值越大(离相机越远),sortingOrder越大
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int sortingOrder = baseSortingOrder + Mathf.RoundToInt(sortZ * scaleFactor);
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// 更新对应的渲染器
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if (_spriteRenderer != null)
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{
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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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else if (_tilemapRenderer != null)
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{
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if (_tilemapRenderer.sortingOrder != sortingOrder)
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{
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_tilemapRenderer.sortingOrder = sortingOrder;
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}
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}
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}
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}
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