超大量的更新 修复很多问题,gameplay特效初步

This commit is contained in:
2026-02-14 23:46:20 +08:00
parent ef8eb67259
commit 3a7a0b4669
360 changed files with 85670 additions and 4144 deletions
+52 -27
View File
@@ -4,53 +4,78 @@ using UnityEngine.UI;
public class archievePrefab : MonoBehaviour
{
[Header("ɾϢ")]
[Header("Inspector")]
public Image archieve_btmImage;
public Text archieve_name;
public Text archieve_description;
[Header("ȼּ")]
public Color whiteLevel;
public Color greenLevel;
public Color blueLevel;
public Color purpleLevel;
public Color goldenLevel;
public Color redLevel;
public Image colorfulLevel;
[Header("Rarity Background Sprites")]
public Sprite whiteLevelSprite;
public Sprite greenLevelSprite;
public Sprite blueLevelSprite;
public Sprite purpleLevelSprite;
public Sprite goldenLevelSprite;
public Sprite redLevelSprite;
public Sprite colorfulLevelSprite;
public void Setup(AchievementLevel level)
{
if (archieve_name != null) archieve_name.text = level.levelName;
if (archieve_description != null) archieve_description.text = level.description;
// 设置颜色/稀有度表现
SetRarityVisuals(level.rarity);
}
private void SetRarityVisuals(AchievementRarity rarity)
{
// 默认隐藏特殊彩色层
if (colorfulLevel != null) colorfulLevel.gameObject.SetActive(false);
Color targetColor = whiteLevel;
if (archieve_btmImage == null) return;
Sprite targetSprite = whiteLevelSprite;
bool useBlackText = false;
switch (rarity)
{
case AchievementRarity.Common: targetColor = whiteLevel; break;
case AchievementRarity.Advanced: targetColor = greenLevel; break;
case AchievementRarity.Rare: targetColor = blueLevel; break;
case AchievementRarity.Epic: targetColor = purpleLevel; break;
case AchievementRarity.Legendary: targetColor = goldenLevel; break;
case AchievementRarity.Mythic: targetColor = redLevel; break;
case AchievementRarity.Exquisite:
if (colorfulLevel != null) colorfulLevel.gameObject.SetActive(true);
targetColor = Color.white; // 或者其他基色
case AchievementRarity.Common:
targetSprite = whiteLevelSprite;
useBlackText = true; // 白色底图用黑字
break;
case AchievementRarity.Advanced:
targetSprite = greenLevelSprite;
useBlackText = true; // 绿色底图用黑字
break;
case AchievementRarity.Rare:
targetSprite = blueLevelSprite;
useBlackText = false;
break;
case AchievementRarity.Epic:
targetSprite = purpleLevelSprite;
useBlackText = false;
break;
case AchievementRarity.Legendary:
targetSprite = goldenLevelSprite;
useBlackText = true; // 金色底图用黑字
break;
case AchievementRarity.Mythic:
targetSprite = redLevelSprite;
useBlackText = false;
break;
case AchievementRarity.Exquisite:
targetSprite = colorfulLevelSprite;
useBlackText = true; // 至臻底图用黑字
break;
}
if (archieve_btmImage != null)
// 1. 替换底图图片 (archieve_btmImage)
if (targetSprite != null)
{
Color finalColor = targetColor;
finalColor.a = 1f; // 确保 alpha 是 1
archieve_btmImage.color = finalColor;
archieve_btmImage.sprite = targetSprite;
archieve_btmImage.color = Color.white;
}
// 2. 根据底图亮度调整文字颜色 (archieve_name)
if (archieve_name != null)
{
archieve_name.color = useBlackText ? Color.black : Color.white;
}
}
}