| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109 | using System.Collections.Generic;namespace GFGGame{    public class ActivityDataManager : SingletonBase<ActivityDataManager>    {        public void Clear()        {            luckyBoxActBonusState.Clear();        }        /**********************************************************活动*************************************************/        /// <summary>        /// 获取指定类型活动当前开启的活动id        /// </summary>        /// <returns></returns>        public int GetCurOpenActiveByType(int type)        {            List<ActivityOpenCfg> activityOpenCfgs = ActivityOpenCfgArray.Instance.GetCfgsBytype(type);            for (int i = 0; i < activityOpenCfgs.Count; i++)            {                if (TimeUtil.IsBeforeCurTime(activityOpenCfgs[i].openTime) && TimeUtil.IsLaterCurTime(activityOpenCfgs[i].endTime))                {                    return activityOpenCfgs[i].id;                }            }            return 0;        }        /**********************************************************限时累充*************************************************/        private int _actLimitChargeId = 0;        /// <summary>        /// 当前限时累充活动id        /// </summary>        /// <value></value>        public int actLimitChargeId { get { return _actLimitChargeId; } set { _actLimitChargeId = value; } }        /**********************************************************限时抽奖活动*********************************************/        private int _actLuckyBoxId = 0;        /// <summary>        /// 当前抽奖活动id        /// </summary>        /// <value></value>        public int actLuckyBoxId { get { return _actLuckyBoxId; } set { _actLuckyBoxId = value; } }        /// <summary>        /// 抽奖总次数        /// </summary>        /// <value></value>        public long allPlayTimes { get; set; }        /// <summary>        /// 限时抽奖必掉次数        /// </summary>        /// <value></value>        public int lastDrawCount { get; set; }        /// <summary>        /// </summary>        /// <typeparam name="int">奖励key,这里对应抽奖次数</typeparam>        /// <typeparam name="int">值由ConstBonusStatus定义</typeparam>        /// <returns></returns>        public Dictionary<int, int> luckyBoxActBonusState = new Dictionary<int, int>();        /**********************************************************每日登录*************************************************/        private int _sevenDayLoginLoginId = 1;        /// <summary>        /// 七日登录 当日奖励id        /// </summary>        /// <value></value>        public int sevenDayLoginLoginId        {            get { return _sevenDayLoginLoginId; }            set { _sevenDayLoginLoginId = value; }        }        private int _sevenDayLoginBonusStatus = 0;        /// <summary>        /// 七日登录 当前奖励状态        /// </summary>        /// <value></value>        public int sevenDayLoginBonusStatus        {            get { return _sevenDayLoginBonusStatus; }            set { _sevenDayLoginBonusStatus = value; }        }        /******************************************************************************************************************/        private int _firstChargeBonusStatus = 0;        /// <summary>        /// 首冲奖励 当前奖励状态,ConstBonusStatus 0不可领,1可领,2已领        /// </summary>        /// <value></value>        public int firstChargeBonusStatus        {            get            {                var status = GameGlobal.myNumericComponent.GetAsInt(ET.NumericType.FirstRechargeBonusStatus);                if (status == ConstBonusStatus.GOT)                {                    return ConstBonusStatus.GOT;                }                if (GameGlobal.myNumericComponent.GetAsLong(ET.NumericType.RechargeTotal) > 0)                {                    return ConstBonusStatus.CAN_GET;                }                return ConstBonusStatus.CAN_NOT_GET;            }        }    }}
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