// ------------------------------------------------------------------ // 遍历_go及所有子sprite,按深度优先更新它们的globalDepth并且刷新mesh // ------------------------------------------------------------------ private float GetParentGlobalDepth (GameObject _go) { exLayeredSprite parent = _go.GetComponentUpwards<exLayeredSprite>(); return parent != null ? (parent as IFriendOfLayer).globalDepth : 0.0f; }