ActivityAfuGiftDataManager.cs 3.3 KB

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  1. using ET;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. public class ActivityAfuGiftDataManager : SingletonBase<ActivityAfuGiftDataManager>
  9. {
  10. private ActivityInfo info;
  11. public ActivityInfo Info { get => info; set => info = value; }
  12. private int _indexDay;
  13. private bool _isBuy;
  14. //已经领奖levelId
  15. private List<int> _normalRewards = new List<int>();
  16. //已经高级领奖levelId
  17. private List<int> _superRewards = new List<int>();
  18. private List<ActivityLoginCfg> _rewardCfgs;
  19. public List<ActivityLoginCfg> RewardCfgs { get => _rewardCfgs; set => _rewardCfgs = value; }
  20. private bool _isOpen;
  21. public bool IsOpen { get => _isOpen; set => _isOpen = value; }
  22. private bool _needRefresh;
  23. public bool NeedRefresh { get => _needRefresh; set => _needRefresh = value; }
  24. public bool CheckIconShow()
  25. {
  26. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.AFZL);
  27. return activityInfo != null && activityInfo.StartTime <= TimeHelper.ServerNow() &&
  28. activityInfo.EndTime > TimeHelper.ServerNow();
  29. }
  30. public void InitActivityInfo()
  31. {
  32. Info = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.AFZL);
  33. RewardCfgs = ActivityLoginCfgArray.Instance.GetCfgsByid(Info.ActivityId);
  34. }
  35. public long GetEndTime()
  36. {
  37. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.AFZL);
  38. return activityInfo.EndTime;
  39. }
  40. public int GetNormalRewardStateByDay(int indexDay)
  41. {
  42. return _normalRewards[indexDay];
  43. }
  44. public int GetSuperRewardStateByDay(int indexDay)
  45. {
  46. return _superRewards[indexDay];
  47. }
  48. public void SetRewardStateList(List<int> list, bool isVip)
  49. {
  50. if (isVip)
  51. {
  52. _superRewards = new List<int>(list);
  53. }
  54. else
  55. {
  56. _normalRewards = new List<int>(list);
  57. }
  58. }
  59. public void SetIsBuy(bool isBuy)
  60. {
  61. _isBuy = isBuy;
  62. }
  63. public bool GetIsBuy()
  64. {
  65. return _isBuy;
  66. }
  67. public void SetIndexDay(int indexDay)
  68. {
  69. _indexDay = indexDay;
  70. }
  71. public int GetIndexDay()
  72. {
  73. return _indexDay;
  74. }
  75. public bool HaveCanGetReward()
  76. {
  77. if (!_isOpen)
  78. {
  79. return false;
  80. }
  81. int passDay = GetIndexDay();
  82. for (int i = passDay - 1; i >= 0; i--)
  83. {
  84. if (GetNormalRewardStateByDay(i) == ConstBonusStatus.CAN_GET
  85. || GetSuperRewardStateByDay(i) == ConstBonusStatus.CAN_GET)
  86. {
  87. return true;
  88. }
  89. }
  90. return false;
  91. }
  92. public void Clear()
  93. {
  94. _isOpen = false;
  95. _needRefresh = true;
  96. //info = null;
  97. //_isBuy = false;
  98. //_indexDay = 1;
  99. //_normalRewards.Clear();
  100. //_superRewards.Clear();
  101. }
  102. }
  103. }