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							- using System.Collections.Generic;
 
- using ET;
 
- namespace GFGGame
 
- {
 
-     public class TaskInfo
 
-     {
 
-         public int id;
 
-         public int state;//任务奖励状态 由ConstBonusStatus定义
 
-         public int progress;//进度
 
-     }
 
-     public class DailyTaskDataManager : SingletonBase<DailyTaskDataManager>
 
-     {
 
-         private Dictionary<int, TaskInfo> _taskInfos = new Dictionary<int, TaskInfo>();
 
-         private Dictionary<int, int> _livenessBoxInfos = new Dictionary<int, int>();
 
-         public void UpdateTaskInfo(int taskId, TaskInfo info)
 
-         {
 
-             if (!_taskInfos.ContainsKey(taskId))
 
-             {
 
-                 _taskInfos.Add(taskId, info);
 
-             }
 
-             else
 
-             {
 
-                 _taskInfos[taskId] = info;
 
-             }
 
-         }
 
-         public void UpdateTaskState(int taskId, int state)
 
-         {
 
-             _taskInfos[taskId].state = state;
 
-         }
 
-         public void UpdateLivenessBoxInfo(int boxId, int state)
 
-         {
 
-             if (!_livenessBoxInfos.ContainsKey(boxId))
 
-             {
 
-                 _livenessBoxInfos.Add(boxId, state);
 
-             }
 
-             else
 
-             {
 
-                 _livenessBoxInfos[boxId] = state;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 获取任务列表
 
-         /// </summary>
 
-         /// <returns></returns>
 
-         public List<DailyTaskCfg> GetDailyTaskCfgs()
 
-         {
 
-             List<DailyTaskCfg> cfgs = new List<DailyTaskCfg>();
 
-             foreach (int key in _taskInfos.Keys)
 
-             {
 
-                 DailyTaskCfg cfg = DailyTaskCfgArray.Instance.GetCfg(key);
 
-                 cfgs.Add(cfg);
 
-             }
 
-             cfgs.Sort((DailyTaskCfg a, DailyTaskCfg b) =>
 
-             {
 
-                 int stateA = _taskInfos[a.id].state == 1 ? 1 : -1;
 
-                 int stateB = _taskInfos[b.id].state == 1 ? 1 : -1;
 
-                 if (stateA > stateB) return -1;
 
-                 if (stateB > stateA) return 1;
 
-                 return _taskInfos[a.id].state.CompareTo(_taskInfos[b.id].state);
 
-             });
 
-             return cfgs;
 
-         }
 
-         /// <summary>
 
-         /// 根据任务id获取任务状态
 
-         /// </summary>0未完成,1可领取,2已领取
 
-         /// <param name="taskId"></param>
 
-         /// <returns></returns>
 
-         public int GetTaskStateById(int taskId)
 
-         {
 
-             if (!_taskInfos.ContainsKey(taskId))
 
-             {
 
-                 return 0;
 
-             }
 
-             else
 
-             {
 
-                 return _taskInfos[taskId].state;
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 根据宝箱id获取宝箱状态
 
-         /// </summary>0未完成,1可领取,2已领取
 
-         /// <param name="taskId"></param>
 
-         /// <returns></returns>
 
-         public int GetBoxStateById(int boxId)
 
-         {
 
-             if (!_livenessBoxInfos.ContainsKey(boxId))
 
-             {
 
-                 return 0;
 
-             }
 
-             else
 
-             {
 
-                 return _livenessBoxInfos[boxId];
 
-             }
 
-         }
 
-         public string GetTaskDesc(int taskId)
 
-         {
 
-             DailyTaskCfg taskCfg = DailyTaskCfgArray.Instance.GetCfg(taskId);
 
-             DailyActiveRewardCfg activeRewardCfg = DailyActiveRewardCfgArray.Instance.GetCfg(taskCfg.type);
 
-             return "";
 
-         }
 
-     }
 
- }
 
 
  |