成就系统 巨大修改 新的ui 黑白效果 等一堆
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using JetBrains.Annotations;
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using UnityEngine;
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using UnityEngine.UI;
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public class archievePrefab : MonoBehaviour
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{
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[Header("�ɾ���Ϣ")]
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public Image archieve_btmImage;
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public Text archieve_name;
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public Text archieve_description;
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[Header("�ȼ��ּ�")]
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public Color whiteLevel;
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public Color greenLevel;
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public Color blueLevel;
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public Color purpleLevel;
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public Color goldenLevel;
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public Color redLevel;
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public Image colorfulLevel;
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public void Setup(AchievementLevel level)
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{
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if (archieve_name != null) archieve_name.text = level.levelName;
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if (archieve_description != null) archieve_description.text = level.description;
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// 设置颜色/稀有度表现
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SetRarityVisuals(level.rarity);
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}
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private void SetRarityVisuals(AchievementRarity rarity)
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{
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// 默认隐藏特殊彩色层
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if (colorfulLevel != null) colorfulLevel.gameObject.SetActive(false);
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Color targetColor = whiteLevel;
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switch (rarity)
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{
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case AchievementRarity.Common: targetColor = whiteLevel; break;
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case AchievementRarity.Advanced: targetColor = greenLevel; break;
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case AchievementRarity.Rare: targetColor = blueLevel; break;
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case AchievementRarity.Epic: targetColor = purpleLevel; break;
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case AchievementRarity.Legendary: targetColor = goldenLevel; break;
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case AchievementRarity.Mythic: targetColor = redLevel; break;
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case AchievementRarity.Exquisite:
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if (colorfulLevel != null) colorfulLevel.gameObject.SetActive(true);
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targetColor = Color.white; // 或者其他基色
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break;
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}
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if (archieve_btmImage != null)
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{
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Color finalColor = targetColor;
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finalColor.a = 1f; // 确保 alpha 是 1
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archieve_btmImage.color = finalColor;
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}
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}
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}
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