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- using System.Collections.Generic;
- using ET;
- namespace GFGGame
- {
- public class DailyTaskDataManager : SingletonBase<DailyTaskDataManager>
- {
- private Dictionary<int, int> _livenessBoxInfos = new Dictionary<int, int>();
- public Dictionary<int, int> 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;
- }
- }
- /// <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="boxId"></param>
- /// <returns></returns>
- public int GetBoxStateById(int boxId)
- {
- return !_livenessBoxInfos.ContainsKey(boxId) ? 0 : _livenessBoxInfos[boxId];
- }
- /// <summary>
- /// 获取下一个奖励宝箱的活跃度
- /// </summary>
- /// <returns></returns>
- 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;
- }
- }
- }
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