using ET; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace GFGGame { public class ActivityAfuGiftDataManager : SingletonBase { private ActivityInfo info; public ActivityInfo Info { get => info; set => info = value; } private int _indexDay; private bool _isBuy; //已经领奖levelId private List _normalRewards = new List(); //已经高级领奖levelId private List _superRewards = new List(); private List _rewardCfgs; public List RewardCfgs { get => _rewardCfgs; set => _rewardCfgs = value; } private List _getRewardList = new List(); public List GetRewardList { get => _getRewardList; set => _getRewardList = value; } private bool isOpen; public bool IsOpen { get => isOpen; set => isOpen = value; } public void InitActivityInfo() { Info = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.AFZL); RewardCfgs = ActivityLoginCfgArray.Instance.GetCfgsByid(Info.ActivityId); } public long GetEndTime() { var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.AFZL); return activityInfo.EndTime; } public int GetNormalRewardStateByDay(int indexDay) { return _normalRewards[indexDay]; } public int GetSuperRewardStateByDay(int indexDay) { return _superRewards[indexDay]; } public void SetRewardStateList(List list, bool isVip) { if (isVip) { _superRewards = new List(list); } else { _normalRewards = new List(list); } } public void SetIsBuy(bool isBuy) { _isBuy = isBuy; } public bool GetIsBuy() { return _isBuy; } public void SetIndexDay(int indexDay) { _indexDay = indexDay; } public int GetIndexDay() { return _indexDay; } public void AddGetReward(List data) { foreach (var t in data) { GetRewardList.Add(t); } } public void ClearGetReward() { GetRewardList.Clear(); } public bool HaveCanGetReward() { int passDay = GetIndexDay(); for (int i = passDay - 1; i >= 0; i--) { if (GetNormalRewardStateByDay(i) == ConstBonusStatus.CAN_GET || GetSuperRewardStateByDay(i) == ConstBonusStatus.CAN_GET) { return true; } } return false; } } }