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- using System.Collections.Generic;
- namespace GFGGame
- {
- public struct FieldInfos
- {
- public int theme;
- public List<int> highestLvls;
- public int bonusWeekly;
- public int bonusMaxLimit;
- public Dictionary<int, int> taskDic;
- public bool hasBonus;
- };
- public struct FieldResult
- {
- public int passLvl;//完成关数
- public List<ItemData> bonusList;
- public int costNum; //体力消耗
- public int hardLvl; //难度,由ConstInstanceZonesSubType定义
- }
- public class FieldDataManager : SingletonBase<FieldDataManager>
- {
- // private int _theme = 1; //当前主题 由ConstItemAttributeType定义
- // /// <summary>
- // /// 本期主题
- // /// </summary>
- // public int Theme
- // {
- // get { return _theme; }
- // set { _theme = value; }
- // }
- // private int _bonusWeekly = 0;//每周已领奖励
- // /// <summary>
- // /// 每周已领奖励
- // /// </summary>
- // /// <value></value>
- // public int BonusWeekly
- // {
- // get { return _bonusWeekly; }
- // set { _bonusWeekly = value; }
- // }
- // private int _bonusMaxLimit = 0;//奖励上限
- // /// <summary>
- // /// 奖励上限
- // /// </summary>
- // /// <value></value>
- // public int BonusMaxLimit
- // {
- // get { return _bonusMaxLimit; }
- // set { _bonusMaxLimit = value; }
- // }
- // private List<int> _highestLvls = new List<int>();//最高关卡记录列表,由简单到难
- // private Dictionary<int, int> _taskDic = new Dictionary<int, int>();//任务奖励状态 由ConstBonusStatus定义
- // private bool hasBonus = false;//仅在上线时判断是否有奖励未结算
- public FieldInfos fieldInfos = new FieldInfos();
- public FieldResult fieldResult = new FieldResult();
- /// <summary>
- /// 当前难度
- /// </summary>
- public int c_difficulty = 0;
- // public void UpdateHighestLvls(List<int> highestLvls)
- // {
- // _highestLvls = highestLvls;
- // }
- public void UpdateTask(int taskId, int state)
- {
- if (!fieldInfos.taskDic.ContainsKey(taskId))
- {
- fieldInfos.taskDic.Add(taskId, state);
- }
- else
- {
- fieldInfos.taskDic[taskId] = state;
- }
- }
- /// <summary>
- /// 根据挑战难度获取最高记录
- /// </summary>
- /// <param name="difficulty"></param>
- /// <returns></returns>
- public int GetHighestLvByDifficulty(int difficulty)
- {
- if (fieldInfos.highestLvls.IndexOf(difficulty) < 0)
- {
- return 0;
- }
- else
- {
- return fieldInfos.highestLvls[difficulty];
- }
- }
- /// <summary>
- /// 根据挑战难度获取副本配置
- /// </summary>
- /// <param name="difficulty"></param>
- /// <returns></returns>
- public FieldCfg GetFieldCfgByDifficulty(int difficulty)
- {
- return FieldCfgArray.Instance.GetCfgs(difficulty)[0];
- }
- /// <summary>
- /// 根据挑战难度获取当前战斗Id
- /// </summary>
- /// <returns></returns>
- public int GetLevelIdByDifficulty(int difficulty)
- {
- FieldCfg cfg = GetFieldCfgByDifficulty(difficulty);
- return StoryLevelCfgArray.Instance.GetCfgs(cfg.type, cfg.subType, cfg.id)[0].id;
- }
- /// <summary>
- /// 获取任务列表
- /// </summary>
- /// <returns></returns>
- public List<FieldTaskCfg> GetTaskCfgs()
- {
- List<FieldTaskCfg> cfgs = new List<FieldTaskCfg>(FieldTaskCfgArray.Instance.dataArray);
- cfgs.Sort((FieldTaskCfg a, FieldTaskCfg b) =>
- {
- int stateA = GetTaskState(a.id);
- int stateB = GetTaskState(b.id);
- return stateA.CompareTo(stateB);
- });
- return cfgs;
- }
- /// <summary>
- /// 根据任务ID获取任务状态0可领取1未完成2已领取
- /// </summary>
- /// <param name="taskId"></param>
- /// <returns></returns>
- public int GetTaskState(int taskId)
- {
- return fieldInfos.taskDic.ContainsKey(taskId) ? fieldInfos.taskDic[taskId] : 1;
- }
- }
- }
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