BattlePassTaskDataManager.cs 8.0 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using cfg.GfgCfg;
  4. using ET;
  5. namespace GFGGame
  6. {
  7. public class BattlePassTaskDataManager : SingletonBase<BattlePassTaskDataManager>
  8. {
  9. //是否初始化服务器数据
  10. public bool initedFromServer;
  11. //通行证赛季Id
  12. private int SeasonId;
  13. //是否购买通行证
  14. private bool IsBuy;
  15. private long SeasonEndTime;
  16. private SelectionCache<int, int> selectionCache;
  17. //已经领奖levelId
  18. private HashSet<int> NormalRewards = new HashSet<int>();
  19. //已经高级领奖levelId
  20. private HashSet<int> SuperRewards = new HashSet<int>();
  21. //所有特别奖励
  22. private List<KeyValuePair<int, int>> tempItems;
  23. public int GetSeasonId()
  24. {
  25. return SeasonId;
  26. }
  27. public void AddNormalReward(int levelId)
  28. {
  29. NormalRewards.Add(levelId);
  30. }
  31. public void AddSuperReward(int levelId)
  32. {
  33. SuperRewards.Add(levelId);
  34. }
  35. public void SetSeasonId(int seasonId)
  36. {
  37. SeasonId = seasonId;
  38. //设置赛季结束时间
  39. //获取赛季配置
  40. var seasonCfg = CommonDataManager.Tables.TblBattlePassOpenCfg.GetOrDefault(seasonId);
  41. if (seasonCfg == null) return;
  42. SeasonEndTime = TimeUtil.GetResetTimeSec(seasonCfg.EndTime);
  43. }
  44. public void SetIsBuy(bool isBuy)
  45. {
  46. IsBuy = isBuy;
  47. }
  48. public bool GetIsBuy()
  49. {
  50. return IsBuy;
  51. }
  52. //0:未完成 1:可领取 2:已领取 3:继续领取
  53. public int GetRewardState(int level)
  54. {
  55. var battlePassLevel = GetBattlePassLevel();
  56. if (level > battlePassLevel) return 0;
  57. if (!NormalRewards.Contains(level)) return 1;
  58. if (!IsBuy) return 3;
  59. return SuperRewards.Contains(level) ? 2 : 1;
  60. }
  61. //检查普通领取状态
  62. public bool CheckLevelRewardGet(int levelId)
  63. {
  64. return NormalRewards.Contains(levelId);
  65. }
  66. //检查高级领取状态
  67. public bool CheckSuperLevelRewardGet(int levelId)
  68. {
  69. return SuperRewards.Contains(levelId);
  70. }
  71. //获取赛季结束时间
  72. public long GetSeasonEndTime()
  73. {
  74. return SeasonEndTime;
  75. }
  76. //获取通行证当前等级
  77. public int GetBattlePassLevel()
  78. {
  79. return GameGlobal.myNumericComponent.GetAsInt(NumericType.PassLevel);
  80. }
  81. //获取通行证当前经验
  82. public long GetBattlePassExp()
  83. {
  84. return ItemDataManager.GetItemNum(ConstItemID.BATTLE_PASS_CURRENCY);
  85. }
  86. public BattlePassCfg GetSpecialCfg(int level)
  87. {
  88. //在需要时再初始化数据
  89. if (selectionCache == null)
  90. {
  91. SetSpecialCfgCache();
  92. }
  93. var targetLevel = selectionCache.GetValueNoCache(level);
  94. return CommonDataManager.Tables.TblBattlePassCfg.GetGroup1ByIdAndLevel(SeasonId, targetLevel)[0];
  95. }
  96. private void SetSpecialCfgCache()
  97. {
  98. var battlePassCfgs = GetIsGoodToId(GetSeasonId());
  99. var minIndex = 0;
  100. var selections = new List<Selection<int, int>>();
  101. foreach (var battlePassCfg in battlePassCfgs)
  102. {
  103. selections.Add(new Selection<int, int>(minIndex, battlePassCfg.Level, battlePassCfg.Level,
  104. Selection<int, int>.SelectionModel.AllInclude));
  105. minIndex = battlePassCfg.Level + 1;
  106. }
  107. selectionCache = new SelectionCache<int, int>(battlePassCfgs[0].Level);
  108. selectionCache.AddSelection(selections);
  109. }
  110. //获取所有特别奖励
  111. public List<KeyValuePair<int, int>> GetAllSpecialCfg()
  112. {
  113. //在需要时再初始化数据
  114. if (tempItems == null)
  115. {
  116. InitItemTemp();
  117. }
  118. return tempItems;
  119. }
  120. private void InitItemTemp()
  121. {
  122. tempItems = new List<KeyValuePair<int, int>>();
  123. var battlePassCfgs = CommonDataManager.Tables.TblBattlePassCfg.GetGroup1ById(GetSeasonId());
  124. var items = new Dictionary<int, int>();
  125. foreach (var itemsInfo in battlePassCfgs.SelectMany(battlePassCfg => battlePassCfg.BonusSpecial))
  126. {
  127. items.TryGetValue(itemsInfo.ItemId, out var num);
  128. items[itemsInfo.ItemId] = num + itemsInfo.Count;
  129. }
  130. foreach (var item in items)
  131. {
  132. tempItems.Add(item);
  133. }
  134. }
  135. //获取升级奖励
  136. public List<ItemParamProto> GetUpLevelReward(int upLevel)
  137. {
  138. var battlePassLevel = GetBattlePassLevel();
  139. var seasonId = GetSeasonId();
  140. List<ItemParamProto> rs = null;
  141. for (var i = upLevel; i > 0; i--)
  142. {
  143. var passLevel = battlePassLevel + i;
  144. var cfg = CommonDataManager.Tables.TblBattlePassCfg.GetGroup1ByIdAndLevel(seasonId, passLevel)[0];
  145. if (cfg == null) continue;
  146. var mergeBonus = ItemUtil.MergeBonus(cfg.BonusNormal.ToGfgGameItemParam(),
  147. cfg.BonusSpecial.ToGfgGameItemParam());
  148. rs = ItemUtil.MergeBonus(rs, mergeBonus);
  149. }
  150. return rs;
  151. }
  152. public bool GetHadCanGetReward()
  153. {
  154. if (!initedFromServer)
  155. {
  156. return false;
  157. }
  158. var battlePassLevel = GetBattlePassLevel();
  159. var isBuy = GetIsBuy();
  160. for (var i = 1; i <= battlePassLevel; i++)
  161. {
  162. if (!NormalRewards.Contains(i)) return true;
  163. if (!isBuy) continue;
  164. if (!SuperRewards.Contains(i)) return true;
  165. }
  166. return false;
  167. }
  168. public void Clear()
  169. {
  170. SeasonId = 0;
  171. IsBuy = false;
  172. SeasonEndTime = 0;
  173. selectionCache = null;
  174. NormalRewards.Clear();
  175. SuperRewards.Clear();
  176. tempItems = null;
  177. initedFromServer = false;
  178. }
  179. //筛选出大奖数据
  180. public List<BattlePassCfg> GetIsGoodToId(int SeasonId)
  181. {
  182. var battlePassCfgs = CommonDataManager.Tables.TblBattlePassCfg.GetGroup2ByIsGood(1);
  183. List<BattlePassCfg> battlePassTypeCfg = new List<BattlePassCfg>();
  184. foreach (var info in battlePassCfgs)
  185. {
  186. if (info.Id == SeasonId)
  187. battlePassTypeCfg.Add(info);
  188. }
  189. battlePassTypeCfg.Sort((BattlePassCfg a, BattlePassCfg b) =>
  190. {
  191. if (a.Level < b.Level) return -1;
  192. return 1;
  193. });
  194. return battlePassTypeCfg;
  195. }
  196. //一键获取是否领取状态
  197. public bool CheckStoreBrocadeWeavRed()
  198. {
  199. var seid = GetSeasonId();
  200. if (seid == 0)
  201. {
  202. return false;
  203. }
  204. //var battlePassCfgs = GetIsGoodToId(GetSeasonId());
  205. var list = CommonDataManager.Tables.TblBattlePassCfg.GetGroup1ById(seid);
  206. if (list == null)
  207. {
  208. return false;
  209. }
  210. var _rewardCfgs =
  211. new List<BattlePassCfg>(list);
  212. var isBuy = BattlePassTaskDataManager.Instance.GetIsBuy();
  213. for (int level = 1; level < _rewardCfgs.Count; level++)
  214. {
  215. var state = GetRewardState(level);
  216. bool normalRewardGet = (state == 1);
  217. if (normalRewardGet)
  218. return true;
  219. bool superLevelRewardGet = (isBuy && !CheckSuperLevelRewardGet(level) && state == 1);
  220. if (superLevelRewardGet)
  221. return true;
  222. }
  223. return false;
  224. }
  225. }
  226. }