ActivityAfuGiftDataManager.cs 2.9 KB

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