using ET; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using UnityEngine; namespace GFGGame { public class ActivityGetYuanXiaoDataManager : SingletonBase { public bool CheckOpen() { var activityID = ActivityDataManager.Instance.GetCurOpenActiveByType(ActivityType.YuanXiao); return activityID > 0; } public bool HaveNewLevelCanPlay() { int curLevel = GetCurLevel(); if (curLevel == gameinfoList.Count) { return false; } long haveNum = ItemDataManager.GetItemNum(CommonDataManager.Tables.TblPickUpGameCfg.DataList[curLevel].ComsumePass[0] .ItemId); bool canPlay = (haveNum >= CommonDataManager.Tables.TblPickUpGameCfg.DataList[curLevel].ComsumePass[0].Count); return canPlay; } public int GetCurLevel() { int i; for (i = 0; i < gameinfoList.Count; i++) { if (!gameinfoList[i].IsCleared) { return i; } } return i; } public bool ShowTaskRedDots(int taskFuncType) { var taskInfos = TaskDataManager.Instance.GetTaskInfos(taskFuncType); if (taskInfos.Select(taskInfo => taskInfo.Value).Any(info => info.State != ConstBonusStatus.GOT)) { return true; } return false; } public List gameinfoList = new List(); } }