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							- using System.Collections.Generic;
 
- namespace GFGGame
 
- {
 
-     public struct FieldInfos
 
-     {
 
-         /// <summary>
 
-         /// 当前主题 由ConstItemAttributeType定义
 
-         /// </summary>
 
-         public int theme;
 
-         /// <summary>
 
-         /// 最高关卡记录列表,由简单到难
 
-         /// </summary>
 
-         public Dictionary<int, int> highestLvls;
 
-         /// <summary>
 
-         /// 每周已领奖励
 
-         /// </summary>
 
-         public int bonusWeekly;
 
-         /// <summary>
 
-         /// 奖励上限
 
-         /// </summary>
 
-         public int bonusMaxLimit;
 
-         /// <summary>
 
-         /// 任务奖励状态 由ConstBonusStatus定义
 
-         /// </summary>
 
-         public Dictionary<int, int> taskDic;
 
-         /// <summary>
 
-         /// 仅在上线时判断是否有奖励未结算
 
-         /// </summary>
 
-         public bool hasBonus;
 
-     };
 
-     public struct FieldResult
 
-     {
 
-         /// <summary>
 
-         /// 完成关数
 
-         /// </summary>
 
-         public int passLvl;
 
-         /// <summary>
 
-         /// 奖励列表
 
-         /// </summary>
 
-         public List<ItemData> bonusList;
 
-         /// <summary>
 
-         /// 体力消耗
 
-         /// </summary>
 
-         public int costNum;
 
-         /// <summary>
 
-         /// 章节id
 
-         /// </summary>
 
-         public int chapterId;
 
-     }
 
-     public class FieldDataManager : SingletonBase<FieldDataManager>
 
-     {
 
-         public FieldInfos fieldInfos = new FieldInfos();
 
-         public FieldResult fieldResult = new FieldResult();
 
-         //用于记录进入主界面后打开界面
 
-         public bool waitToShowFieldFightEndView = false;
 
-         /// <summary>
 
-         ///当前难度的副本Id
 
-         /// </summary>
 
-         public int chapterId;
 
-         /// <summary>
 
-         /// 当前关卡挑战进度,起始为1
 
-         /// </summary>
 
-         public int currFightLv = 1;
 
-         /// <summary>
 
-         /// 当前难度
 
-         /// </summary>
 
-         public int difficulty = 0;
 
-         /// <summary>
 
-         /// 多轮可获得奖励
 
-         /// </summary>
 
-         public int accumulateReward = 0;
 
-         /// <summary>
 
-         /// 根据副本Id获取最高记录
 
-         /// </summary>
 
-         /// <param name="chapterId"></param>
 
-         /// <returns></returns>
 
-         public int GetHighestLvByChapterId(int chapterId)
 
-         {
 
-             if (!fieldInfos.highestLvls.ContainsKey(chapterId))
 
-             {
 
-                 return 0;
 
-             }
 
-             else
 
-             {
 
-                 return fieldInfos.highestLvls[chapterId];
 
-             }
 
-         }
 
-         /// <summary>
 
-         /// 获取任务列表
 
-         /// </summary>
 
-         /// <returns></returns>
 
-         public List<FieldTaskCfg> GetTaskCfgs()
 
-         {
 
-             List<FieldTaskCfg> cfgs = new List<FieldTaskCfg>(FieldTaskCfgArray.Instance.dataArray);
 
-             cfgs.Sort((FieldTaskCfg a, FieldTaskCfg b) =>
 
-             {
 
-                 int stateA = GetTaskState(a.id) == 1 ? 1 : -1;
 
-                 int stateB = GetTaskState(b.id) == 1 ? 1 : -1;
 
-                 if (stateA > stateB) return -1;
 
-                 if (stateB > stateA) return 1;
 
-                 return GetTaskState(a.id).CompareTo(GetTaskState(b.id));
 
-             });
 
-             return cfgs;
 
-         }
 
-         /// <summary>
 
-         /// 根据任务ID获取任务状态0未完成1可领取2已领取
 
-         /// </summary>
 
-         /// <param name="taskId"></param>
 
-         /// <returns></returns>
 
-         public int GetTaskState(int taskId)
 
-         {
 
-             if (fieldInfos.taskDic == null) return 0;
 
-             return fieldInfos.taskDic.ContainsKey(taskId) ? fieldInfos.taskDic[taskId] : 0;
 
-         }
 
-     }
 
- }
 
 
  |