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feat:update upm
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75 changes: 75 additions & 0 deletions CHANGELOG.md
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# ChangeLog

## v3.7.0

### Dependencies

- TapTap.Bootstrap v3.7.0

## 3.6.3

### Optimization and fixed bugs
- 成就面板在稀有度为0时不显示稀有度对应文案

### Dependencies

- TapTap.Bootstrap v3.6.3

## v3.6.1

### Dependencies

- TapTap.Bootstrap v3.6.1

## v3.6.0

### Dependencies

- TapTap.Bootstrap v3.6.0

## v3.5.0

### Optimization and fixed bugs
- 成就修复读取服务端数据时数据无法识别的问题

### Dependencies
- TapTap.Bootstrap v3.5.0

## v3.4.0

### Optimization and fixed bugs
- 修复读取本地数据已达成成就识别成未达成的问题

### Dependencies

- TapTap.Bootstrap v3.5.0

### Dependencies

- TapTap.Bootstrap v3.4.0

## v3.3.0

### New Feature

- UI 微调

### Dependencies

- TapBootstrap v3.3.0

## v3.2.0

### Dependencies

- TapBootstrap v3.2.0

## v3.1.0

### New Feature

- 支持游戏内成就

### Dependencies

- TapBootstrap v3.1.0
7 changes: 7 additions & 0 deletions CHANGELOG.md.meta

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8 changes: 8 additions & 0 deletions Documentation.meta

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161 changes: 161 additions & 0 deletions Documentation/README.md
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# 使用 TapTap.Achievement

## 使用前提

使用 TapTap.Achievement 前提是必须依赖以下库:
* [TapTap.Bootstrap](https://github.com/TapTap/TapBootstrap-Unity.git)

## 命名空间

```c#
using TapTap.Achievement;
```

## 接口描述

### 1.注册监听回调

```c#
TapAchievement.RegisterCallback(IAchievementCallback callback);

private class AchievementCallback:IAchievementCallback{

public void OnAchievementSDKInitSuccess()
{
//成就SDK 初始化成功
}

public void OnAchievementSDKInitFail(TapError errorCode)
{
if (errorCode != null)
{
//初始化失败
}
}

public void OnAchievementStatusUpdate(TapAchievementBean bean, TapError errorCode)
{
if (errorCode != null)
{
// 成就状态更新失败
return;
}

if (bean != null)
{
// 成就状态更新更新
}
}

}

```

### 2.初始化数据

由于成就系统会在本地记录用户的成就数据,所以请在用户登录后初始化数据。
这个步骤是异步操作,需要确认收到成功回调时才能进行更多操作。

```c#
TapAchievement.InitData();
```

### 3.获取全部成就

获取全部成就数据分为服务器数据以及本地数据。

```c#
// 获取本地数据
TapAchievement.GetLocalAllAchievementList((list, code) =>
{
if (code != null)
{
// 获取成就数据失败
}
else
{
// 获取成就数据成功
});
}
// 获取服务器数据
TapAchievement.FetchAllAchievementList((list, code) =>
{
if (code != null)
{
// 获取成就数据失败
}
else
{
// 获取成就数据成功
});
}
```

### 4.获取用户成就
```c#
// 获取本地数据
TapAchievement.GetLocalUserAchievementList((list, code) =>
{
if (code != null)
{
// 获取成就数据失败
}
else
{
// 获取成就数据成功
});
}
// 获取服务器数据
TapAchievement.FetchUserAchievementList((list, code) =>
{
if (code != null)
{
// 获取成就数据失败
}
else
{
// 获取成就数据成功
});
}
```
### 5.达成某个成就
```c#
// displayID 为 DC 中添加成就时自行设定的 成就ID
TapAchievement.Reach(reachId);
```

### 6.多步长成就增长步数

成就增长步数提供两种方式调用,growSteps 中传递当前增量达成的步数(例如:多走了5步,则传递5即可),makeSteps 中传递当前成就已达成的步数,(例如:当前已经走了100步,则传递100),调用 growSteps 时 SDK 内部会计算当前全量步数。

```c#
TapAchievement.GrowSteps(reachId, step);
TapAchievement.MakeSteps(reachId, step);
```

### 7.设置冒泡开关

```c#
TapAchievement.SetShowToast(bool isShow);
```

### 8.显示成就界面
```c#
TapAchievement.ShowAchievementPage();
```

### 9.成就相关数据解读

```c#
public string id;// 成就 id
public string displayId;// id
public int visible = VisibleFalse;//是否是隐藏成就
public string title;//标题
public string subTitle;//副标题
public string achieveIcon;// 图标
public int step;//设定步数
public bool fullReached;//是否达成
public int reachedStep;//达成步数
public long reachedTime;//达成时间
public AchievmentStats stats;//当前成就稀有度指标
```
7 changes: 7 additions & 0 deletions Documentation/README.md.meta

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8 changes: 8 additions & 0 deletions Editor.meta

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43 changes: 43 additions & 0 deletions Editor/TapAchievementIOSProcessor.cs
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using TapTap.Common.Editor;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;

namespace TapTap.Achievement.Editor
{
#if UNITY_IOS
public static class TapAchievementIOSProcessor
{
// 添加标签,unity导出工程后自动执行该函数
[PostProcessBuild(106)]
public static void OnPostprocessBuild(BuildTarget buildTarget, string path)
{
if (buildTarget != BuildTarget.iOS) return;
// 获得工程路径
var projPath = TapCommonCompile.GetProjPath(path);
var proj = TapCommonCompile.ParseProjPath(projPath);
var target = TapCommonCompile.GetUnityTarget(proj);

if (TapCommonCompile.CheckTarget(target))
{
Debug.LogError("Unity-iPhone is NUll");
return;
}

if (TapCommonCompile.HandlerIOSSetting(path,
Application.dataPath,
"TapAchievementResource",
"com.taptap.tds.achievement",
"Achievement",
new[] {"TapAchievementResource.bundle"},
target, projPath, proj))
{
Debug.Log("TapAchievement add Bundle Success!");
return;
}

Debug.LogWarning("TapAchievement add Bundle Failed!");
}
}
#endif
}
3 changes: 3 additions & 0 deletions Editor/TapAchievementIOSProcessor.cs.meta

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16 changes: 16 additions & 0 deletions Editor/TapTap.Achievement.Editor.asmdef
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{
"name": "TapTap.Achievement.Editor",
"references": [
"TapTap.Common.Editor"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
}
3 changes: 3 additions & 0 deletions Editor/TapTap.Achievement.Editor.asmdef.meta

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8 changes: 8 additions & 0 deletions Plugins.meta

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8 changes: 8 additions & 0 deletions Plugins/Android.meta

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