Version: 2023.1

Renderer.sortingOrder

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public int sortingOrder ;

描述

排序图层中的渲染器顺序。

您可以将 GameObject 分组到 SpriteRenderer 组件中的层中。这称为 SortingLayer。 排序顺序决定每个 GameObject 对于每个排序图层中渲染器的优先级。 提供的数字越小,GameObject 显示的距离越远。数字越大,GameObject 越靠近摄像机。这在创建 2D 卷轴游戏时非常有效,因为您可能需要某些 GameObject 位于同一层上,但某些部分显示在其他部分前方。例如,对云进行分层处理,使其显示在天空前方。

**注意**:该值必须介于 -32768 与 32767 之间。

//Attach a script like this to a Sprite GameObject (Create>2D Object>Sprite). Assign a Sprite to it in the Sprite field.
//Repeat the first step for another two Sprites and make them overlap each other slightly. This shows how the order number changes the view of the Sprites.

using UnityEngine; public class MyScript : MonoBehaviour { public int MyOrder; public string MyName; }
//Create a folder named “Editor” (Right click in your Assets folder, Create>Folder)
//Put this script in the folder.
//This script adds fields to the Inspector of your GameObjects with the MyScript script attached. Edit the fields to change the layer and order number each Sprite belongs to.

using UnityEngine; using UnityEditor;

// Custom Editor using SerializedProperties.

[CustomEditor(typeof(MyScript))] public class MeshSortingOrderExample : Editor { SerializedProperty m_Name; SerializedProperty m_Order;

private SpriteRenderer rend;

void OnEnable() { // Fetch the properties from the MyScript script and set up the SerializedProperties. m_Name = serializedObject.FindProperty("MyName"); m_Order = serializedObject.FindProperty("MyOrder"); }

void CheckRenderer() { //Check that the GameObject you select in the hierarchy has a SpriteRenderer component if (Selection.activeGameObject.GetComponent<SpriteRenderer>()) { //Fetch the SpriteRenderer from the selected GameObject rend = Selection.activeGameObject.GetComponent<SpriteRenderer>(); //Change the sorting layer to the name you specify in the TextField //Changes to Default if the name you enter doesn't exist rend.sortingLayerName = m_Name.stringValue; //Change the order (or priority) of the layer rend.sortingOrder = m_Order.intValue; } }

public override void OnInspectorGUI() { // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update(); //Create fields for each SerializedProperty EditorGUILayout.PropertyField(m_Name, new GUIContent("Name")); EditorGUILayout.PropertyField(m_Order, new GUIContent("Order")); //Update the name and order of the Renderer properties CheckRenderer();

// Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties(); } }