DailyTaskDataManager.cs 1.6 KB

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  1. using System.Collections.Generic;
  2. using ET;
  3. namespace GFGGame
  4. {
  5. public class DailyTaskDataManager : SingletonBase<DailyTaskDataManager>
  6. {
  7. private Dictionary<int, int> _livenessBoxInfos = new Dictionary<int, int>();
  8. public Dictionary<int, int> LivenessBoxInfos => _livenessBoxInfos;
  9. public void Clear()
  10. {
  11. _livenessBoxInfos.Clear();
  12. }
  13. public void UpdateLivenessBoxInfo(int boxId, int state)
  14. {
  15. if (!_livenessBoxInfos.ContainsKey(boxId))
  16. {
  17. _livenessBoxInfos.Add(boxId, state);
  18. }
  19. else
  20. {
  21. _livenessBoxInfos[boxId] = state;
  22. }
  23. }
  24. /// <summary>
  25. /// 根据宝箱id获取宝箱状态
  26. /// </summary>0未完成,1可领取,2已领取
  27. /// <param name="boxId"></param>
  28. /// <returns></returns>
  29. public int GetBoxStateById(int boxId)
  30. {
  31. return !_livenessBoxInfos.ContainsKey(boxId) ? 0 : _livenessBoxInfos[boxId];
  32. }
  33. /// <summary>
  34. /// 获取下一个奖励宝箱的活跃度
  35. /// </summary>
  36. /// <returns></returns>
  37. public int GetShowLivenessBoxNum()
  38. {
  39. var cfgs = DailyActiveRewardCfgArray.Instance.dataArray;
  40. foreach (var t in cfgs)
  41. {
  42. if (!_livenessBoxInfos.ContainsKey(t.id) || _livenessBoxInfos[t.id] != ConstBonusStatus.GOT)
  43. {
  44. return t.count;
  45. }
  46. }
  47. var index = cfgs.Length - 1;
  48. return cfgs[index].count;
  49. }
  50. }
  51. }