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							- using ET;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using System.Threading.Tasks;
 
- using UnityEngine;
 
- namespace GFGGame
 
- {
 
-     public class ActivityGetYuanXiaoDataManager : SingletonBase<ActivityGetYuanXiaoDataManager>
 
-     {
 
-         public bool CheckOpen()
 
-         {
 
-             var activityID = ActivityDataManager.Instance.GetCurOpenActiveByType(ActivityType.YuanXiao);
 
-             return activityID > 0;
 
-         }
 
-         public bool HaveNewLevelCanPlay()
 
-         {
 
-             int curLevel = GetCurLevel();
 
-             if(curLevel == gameinfoList.Count)
 
-             {
 
-                 return false;
 
-             }
 
-             long haveNum = ItemDataManager.GetItemNum(PickUpGameArray.Instance.dataArray[curLevel].comsumePassArr[0][0]);
 
-             bool canPlay = (haveNum >= PickUpGameArray.Instance.dataArray[curLevel].comsumePassArr[0][1]);
 
-             return canPlay;
 
-         }
 
-         public int GetCurLevel()
 
-         {
 
-             int i;
 
-             for (i = 0; i < gameinfoList.Count; i++)
 
-             {
 
-                 if (!gameinfoList[i].IsCleared)
 
-                 {
 
-                     return i;
 
-                 }
 
-             }
 
-             return i;
 
-         }
 
-         public bool ShowTaskRedDots(int taskFuncType)
 
-         {
 
-             var taskInfos = TaskDataManager.Instance.GetTaskInfos(taskFuncType);
 
-             if (taskInfos.Select(taskInfo => taskInfo.Value).Any(info => info.State != ConstBonusStatus.GOT))
 
-             {
 
-                 return true;
 
-             }
 
-             return false;
 
-         }
 
-         public List<GameInfoProto> gameinfoList = new List<GameInfoProto>();
 
-     }
 
- }
 
 
  |