using System.Collections.Generic; using ET; namespace GFGGame { public class DailyTaskDataManager : SingletonBase { private Dictionary _livenessBoxInfos = new Dictionary(); public Dictionary LivenessBoxInfos => _livenessBoxInfos; public void Clear() { _livenessBoxInfos.Clear(); } public void UpdateLivenessBoxInfo(int boxId, int state) { if (!_livenessBoxInfos.ContainsKey(boxId)) { _livenessBoxInfos.Add(boxId, state); } else { _livenessBoxInfos[boxId] = state; } } /// /// 根据宝箱id获取宝箱状态 /// 0未完成,1可领取,2已领取 /// /// public int GetBoxStateById(int boxId) { return !_livenessBoxInfos.ContainsKey(boxId) ? 0 : _livenessBoxInfos[boxId]; } /// /// 获取下一个奖励宝箱的活跃度 /// /// public int GetShowLivenessBoxNum() { var cfgs = DailyActiveRewardCfgArray.Instance.dataArray; foreach (var t in cfgs) { if (!_livenessBoxInfos.ContainsKey(t.id) || _livenessBoxInfos[t.id] != ConstBonusStatus.GOT) { return t.count; } } var index = cfgs.Length - 1; return cfgs[index].count; } } }