using ET; using GFGGame; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Assets.Game.HotUpdate.Data { public class ActivityTeaDataManager : SingletonBase { public List ItemSynthetics = new List(); /**********************************************************新春活动*************************************************/ public List NpcInfoList = new List(); public bool CheckOpen() { var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.TEA); return activityInfo != null && activityInfo.StartTime <= TimeHelper.ServerNow() && activityInfo.EndTime > TimeHelper.ServerNow(); } public bool CheckOpenOne(int id) { var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(id); return activityInfo != null && activityInfo.StartTime <= TimeHelper.ServerNow() && activityInfo.EndTime > TimeHelper.ServerNow(); } public long GetEndTime(int id) { var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(id); return activityInfo.EndTime; } public bool GetRewardRed() { RoleLimitData limitData = RoleLimitDataManager.GetLimitData(ActivityVisitCfgArray.Instance.dataArray[0].limitId); int time = limitData.TotalPlayMax - limitData.PlayTimes; foreach (NpcVisitProto t in NpcInfoList) { if (t.RewrdStatus == 1 || (t.UnlockStatus == 1 && time>0 )) { return true; } } return false; } } }