ActivityTeaDataManager.cs 1.8 KB

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  1. using ET;
  2. using GFGGame;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. namespace Assets.Game.HotUpdate.Data
  7. {
  8. public class ActivityTeaDataManager : SingletonBase<ActivityTeaDataManager>
  9. {
  10. public List<ItemSyntheticProto> ItemSynthetics = new List<ItemSyntheticProto>();
  11. /**********************************************************新春活动*************************************************/
  12. public List<NpcVisitProto> NpcInfoList = new List<NpcVisitProto>();
  13. public bool CheckOpen()
  14. {
  15. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.TEA);
  16. return activityInfo != null && activityInfo.StartTime <= TimeHelper.ServerNow() &&
  17. activityInfo.EndTime > TimeHelper.ServerNow();
  18. }
  19. public bool CheckOpenOne(int id)
  20. {
  21. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(id);
  22. return activityInfo != null && activityInfo.StartTime <= TimeHelper.ServerNow() &&
  23. activityInfo.EndTime > TimeHelper.ServerNow();
  24. }
  25. public long GetEndTime(int id)
  26. {
  27. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(id);
  28. return activityInfo.EndTime;
  29. }
  30. public bool GetRewardRed()
  31. {
  32. RoleLimitData limitData = RoleLimitDataManager.GetLimitData(ActivityVisitCfgArray.Instance.dataArray[0].limitId);
  33. int time = limitData.TotalPlayMax - limitData.PlayTimes;
  34. foreach (NpcVisitProto t in NpcInfoList)
  35. {
  36. if (t.RewrdStatus == 1 || (t.UnlockStatus == 1 && time>0 ))
  37. {
  38. return true;
  39. }
  40. }
  41. return false;
  42. }
  43. }
  44. }