TaskDataManager.cs 4.8 KB

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  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using ET;
  4. namespace GFGGame
  5. {
  6. public class TaskInfo
  7. {
  8. public int ID;
  9. public int State; //任务奖励状态 由ConstBonusStatus定义
  10. public long Progress; //进度
  11. }
  12. public class TaskDataManager : SingletonBase<TaskDataManager>
  13. {
  14. //解锁的任务列表
  15. public Dictionary<int, TaskInfo> TaskInfosDic = new Dictionary<int, TaskInfo>();
  16. //已解锁的任务类型对应的任务id列表
  17. public Dictionary<int, List<int>> TaskType2TaskIdListDic = new Dictionary<int, List<int>>();
  18. //获取某个类型任务数据
  19. public Dictionary<int, TaskInfo> GetTaskInfos(int taskType)
  20. {
  21. return TaskType2TaskIdListDic.TryGetValue(taskType, out var taskIds)
  22. ? taskIds.ToDictionary(taskId => taskId, taskId => TaskInfosDic[taskId])
  23. : new Dictionary<int, TaskInfo>();
  24. }
  25. public void UpdateTaskInfo(int taskId, TaskInfo info)
  26. {
  27. //获取任务配置
  28. var cfg = TaskCfgArray.Instance.GetCfg(taskId);
  29. if (cfg == null)
  30. {
  31. Log.Error($"出现了没有配置的任务id{taskId}");
  32. return;
  33. }
  34. TaskInfosDic.TryGetValue(taskId, out var taskInfo);
  35. if (taskInfo == null)
  36. {
  37. TaskInfosDic.Add(taskId, info);
  38. TaskType2TaskIdListDic.TryGetValue(cfg.type, out var taskIds);
  39. if (taskIds == null)
  40. {
  41. taskIds = new List<int>();
  42. TaskType2TaskIdListDic.Add(cfg.type, taskIds);
  43. }
  44. taskIds.Add(taskId);
  45. }
  46. else
  47. {
  48. TaskInfosDic[taskId] = info;
  49. }
  50. }
  51. public void UpdateTaskState(int taskId, int state)
  52. {
  53. TaskInfosDic.TryGetValue(taskId, out var taskInfo);
  54. if (taskInfo == null)
  55. {
  56. Log.Error($"出现了不存在的任务id{taskId}");
  57. return;
  58. }
  59. taskInfo.State = state;
  60. }
  61. /// <summary>
  62. /// 获取任务列表
  63. /// </summary>
  64. /// <returns></returns>
  65. public List<TaskCfg> GetTaskCfgs(int taskType)
  66. {
  67. var cfgs = new List<TaskCfg>();
  68. TaskType2TaskIdListDic.TryGetValue(taskType, out var taskIds);
  69. if (taskIds == null) return cfgs;
  70. cfgs.AddRange(taskIds.Select(taskId => TaskCfgArray.Instance.GetCfg(taskId)));
  71. cfgs.Sort((a, b) =>
  72. {
  73. var stateA = TaskInfosDic[a.id].State == 1 ? 1 : -1;
  74. var stateB = TaskInfosDic[b.id].State == 1 ? 1 : -1;
  75. if (stateA > stateB) return -1;
  76. return stateB > stateA ? 1 : TaskInfosDic[a.id].State.CompareTo(TaskInfosDic[b.id].State);
  77. });
  78. return cfgs;
  79. }
  80. /// <summary>
  81. /// 根据任务id获取任务状态
  82. /// </summary>0未完成,1可领取,2已领取
  83. /// <param name="taskId"></param>
  84. /// <returns></returns>
  85. public int GetTaskStateById(int taskId)
  86. {
  87. return !TaskInfosDic.ContainsKey(taskId) ? 0 : TaskInfosDic[taskId].State;
  88. }
  89. /// <summary>
  90. /// 根据任务id获取任务进度
  91. /// </summary>
  92. /// <param name="taskId"></param>
  93. /// <returns></returns>
  94. public long GetTaskProgressById(int taskId)
  95. {
  96. return !TaskInfosDic.ContainsKey(taskId) ? 0 : TaskInfosDic[taskId].Progress;
  97. }
  98. public string GetTaskDesc(int taskId)
  99. {
  100. var taskCfg = TaskCfgArray.Instance.GetCfg(taskId);
  101. var activeRewardCfg = TaskTypeCfgArray.Instance.GetCfg(taskCfg.type);
  102. switch ((ConstTaskType)activeRewardCfg.id)
  103. {
  104. case ConstTaskType.CompleteInstanceZones:
  105. var name = EctypeCfgArray.Instance.GetCfgsBytype(taskCfg.paramsArr[0])[0].typeName;
  106. if (taskCfg.paramsArr.Length > 1)
  107. {
  108. name = EctypeCfgArray.Instance
  109. .GetCfgBytypeAndsubType(taskCfg.paramsArr[0], taskCfg.paramsArr[1]).subName;
  110. }
  111. return string.Format(activeRewardCfg.desc, taskCfg.count, name);
  112. case ConstTaskType.UseItem:
  113. var cfg = ItemCfgArray.Instance.GetCfg(taskCfg.paramsArr[0]);
  114. return string.Format(activeRewardCfg.desc, taskCfg.count, cfg.name);
  115. case ConstTaskType.UpgradeCardLvl:
  116. case ConstTaskType.PlayLuckBox:
  117. default: return string.Format(activeRewardCfg.desc, taskCfg.count);
  118. }
  119. }
  120. }
  121. }