using ET; using GFGGame; using System.Collections; using System.Collections.Generic; using cfg.GfgCfg; using UnityEngine; namespace Assets.Game.HotUpdate.Data { public class ActivityWanShiLiDataManager : SingletonBase { public bool CanGetReward() { ActivityInfo _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi); if (_activityInfo == null) return false; List_rechargeCfgs = CommonDataManager.Tables.TblActivityRecharge2Cfg.DataList; for (int i = 0; i < _rechargeCfgs.Count; i++) { if (_activityInfo.CountValue >= _rechargeCfgs[i].Value && _activityInfo.GetRewards.IndexOf(_rechargeCfgs[i].Id) < 0) { return true; } } return false; } public bool CheckOpen() { var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi); return activityInfo != null && activityInfo.StartTime <= TimeHelper.ServerNow() && activityInfo.EndTime > TimeHelper.ServerNow(); } public long GetEndTime() { var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi); return activityInfo.EndTime; } } }