using UnityEngine;
using System.Collections;
using NTFrame;
public class LayerManger {
public const string UI = "UI";
public const string PLAYER = "Player";
public const string CITYQUAD = "cityquad";
public const string PLANE = "Plane";
public static void SetLayer(GameObject go, int layer)
{
if (go == null)
{
return;
}
go.layer = layer;
Transform[] childs = go.GetComponentsInChildren<Transform>();
for (int i = 0; i < childs.Length; i++)
{
childs[i].gameObject.layer = layer;
}
}
/// <summary>
/// 设置对象的显示层,包括子节点
/// </summary>
/// <param name="go"></param>
/// <param name="layer"></param>
public static void SetLayer(GameObject go, string layer)
{
if (go == null)
{
return;
}
int targeLayer = LayerMask.NameToLayer(layer);
SetLayer(go,targeLayer);
}
/// <summary>
/// 设置单一节点显示层
/// </summary>
/// <param name="go"></param>
/// <param name="layer"></param>
public static void SetNodeLayer(GameObject go, string layer)
{
if (go == null)
{
return;
}
go.layer = LayerMask.NameToLayer(layer);
}
public static int GetLayer(string layer)
{
return LayerMask.NameToLayer(layer);
}
}
LayerManger 层级设置
最新推荐文章于 2024-01-31 21:53:22 发布