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- using ET;
- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using System.Threading.Tasks;
- using UnityEngine;
- namespace GFGGame
- {
- public class ActivityGetYuanXiaoDataManager : SingletonBase<ActivityGetYuanXiaoDataManager>
- {
- 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<GameInfoProto> gameinfoList = new List<GameInfoProto>();
- }
- }
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