| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205 | using System;using System.Collections.Generic;using UnityEngine;using ET;namespace GFGGame{    public class TimeTracingDataManager : SingletonBase<TimeTracingDataManager>    {        public List<int> IdList = new List<int>() { 5017, 5018 };        public List<int> chapterIdList = new List<int>();        //时光回溯,关卡编号        public static int _currentChapterId = 62001;        //时光回溯,合成套装副本当前展示套装        public static int SuitID = 201030;        //时光回溯刷新时间        public static long RefreshTime = 0;        //章节积分奖励列表        public static List<int> ChapterRewardDic = new List<int>();        //关卡评分奖励列表        public static Dictionary<int , Dictionary<int, int>> LevelRewardDic = new Dictionary<int, Dictionary<int, int>>();        //关卡信息        public static Dictionary<int, Dictionary<int, LevelRoleInfoProto>> _LevelMaxInfoDic = new Dictionary<int, Dictionary<int, LevelRoleInfoProto>>();        public SuitCollectRankProto mySuitRankInfo;        public LevelRankProto myLevelRankInfo;        //套装排行榜数据        public Dictionary<int, List<SuitCollectRankProto>> SuitRankDatasDic = new Dictionary<int, List<SuitCollectRankProto>>()        {            {0,new List<SuitCollectRankProto>() },            {1,new List<SuitCollectRankProto>() },        };        //关卡排行榜数据        public Dictionary<int, List<LevelRankProto>> LevelRankDatasDic = new Dictionary<int, List<LevelRankProto>>()         {            {0,new List<LevelRankProto>()},            {1,new List<LevelRankProto>()},        };        public void InitRewardDic()        {            chapterIdList.Clear();            if (chapterIdList.Count > 0)            {                return;            }            foreach (int i in IdList)            {                chapterIdList.Add(ActivityOpenCfgArray.Instance.GetCfg(i).params3Arr[0]);            }        }        //获取关卡奖励状态        public bool GetLevelRewardStatus(int levelID = 0)        {            if(ActivityDataManager.Instance.GetCurOpenActiveByType(21) == 0)            {                return false;            }            if (levelID == 0)            {                return GetAllLevelRewardStatus(true);            }            else            {                if(!LevelRewardDic.ContainsKey(levelID))                {                    return false;                }                foreach (var status in LevelRewardDic[levelID])                {                    if (status.Value == ConstBonusStatus.CAN_GET)                    {                        return true;                    }                }            }            return false;        }        //获取套装奖励状态        public bool GetChapterRewardStatus(int levelID,int rewardID,int itemID)        {            //这里对已领取的id进行判断            if (levelID != 0)            {                foreach (var item in ChapterRewardDic)                {                    if(rewardID == item)                    {                        return false;                    }                }            }            return true;        }        //获取对应id奖励状态        public int GetChapterRewardIDStatus(int rewardID, int itemID)        {            long num = 0;            ItemData itemdata;            CompositebonusCfg comCfg = CompositebonusCfgArray.Instance.GetCfg(rewardID);            if (BagDataManager.Instance.GetBagData().TryGetValue(itemID, out itemdata))            {                num = itemdata.num;            }            else            {                num = 0;            }            if(num < comCfg.count)            {                return ConstBonusStatus.CAN_NOT_GET;            }            //这里对已领取的id进行判断            foreach (var item in ChapterRewardDic)            {                if (rewardID == item)                {                    return ConstBonusStatus.GOT;                }            }            return ConstBonusStatus.CAN_GET;        }        //获取所有奖励(只用于红点判断)        public bool GetAllLevelRewardStatus(bool isLevel = true)        {            if (isLevel)            {                foreach (var item in LevelRewardDic)                {                    Dictionary<int, int> rewardStatusDic = new Dictionary<int, int>(0);                    int key = item.Key;                    rewardStatusDic = item.Value;                    foreach (var id in rewardStatusDic)                    {                        if (id.Value == ConstBonusStatus.CAN_GET)                        {                            return true;                        }                    }                }                return false;            }            else            {                return false;            }        }        //通过章节id判断所有奖励状态        public bool GetChapterIDRewardStatus(int chapID)        {            List<CompositebonusCfg> comBonusList = CompositebonusCfgArray.Instance.GetCfgsBychapterId(chapID);            foreach(CompositebonusCfg item in comBonusList)            {                if (GetChapterRewardIDStatus(item.id, item.paramsArr[0]) == 1)                {                    return true;                }            }            List<StoryLevelCfg> levelList = StoryLevelCfgArray.Instance.GetCfgsBytypeAndsubTypeAndchapterId(6, 2, chapID);            foreach(StoryLevelCfg levelItem in levelList)            {               if(GetLevelRewardStatus(levelItem.id))                {                    return true;                }            }            return false;        }        public bool GetAllChapterReward()        {            if (ActivityDataManager.Instance.GetCurOpenActiveByType(21) == 0)            {                return false;            }            foreach (int i in chapterIdList)            {                if(GetChapterIDRewardStatus(i))                {                    return true;                }            }            return false;        }        public string ChangeTime(long totalSeconds)        {            string timeStr = "";            TimeSpan t = TimeSpan.FromSeconds(totalSeconds);            if(t.Days != 0)            {                timeStr = string.Format("{0}天{1}时", t.Days, t.Hours);            }            else if(t.Hours != 0)            {                timeStr = string.Format("{0}时{1}分", t.Hours, t.Minutes);            }            else            {                timeStr = string.Format("{0}分{1}秒", t.Minutes, t.Seconds);            }            return timeStr;        }    }}
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