FieldDataManager.cs 4.2 KB

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  1. using System.Collections.Generic;
  2. namespace GFGGame
  3. {
  4. public struct FieldInfos
  5. {
  6. /// <summary>
  7. /// 当前主题 由ConstItemAttributeType定义
  8. /// </summary>
  9. public int theme;
  10. /// <summary>
  11. /// 最高关卡记录列表,由简单到难
  12. /// </summary>
  13. public Dictionary<int, int> highestLvls;
  14. /// <summary>
  15. /// 每周已领奖励
  16. /// </summary>
  17. public int bonusWeekly;
  18. /// <summary>
  19. /// 奖励上限
  20. /// </summary>
  21. public int bonusMaxLimit;
  22. /// <summary>
  23. /// 任务奖励状态 由ConstBonusStatus定义
  24. /// </summary>
  25. public Dictionary<int, int> taskDic;
  26. /// <summary>
  27. /// 仅在上线时判断是否有奖励未结算
  28. /// </summary>
  29. public bool hasBonus;
  30. };
  31. public struct FieldResult
  32. {
  33. /// <summary>
  34. /// 完成关数
  35. /// </summary>
  36. public int passLvl;
  37. /// <summary>
  38. /// 奖励列表
  39. /// </summary>
  40. public List<ItemData> bonusList;
  41. /// <summary>
  42. /// 体力消耗
  43. /// </summary>
  44. public int costNum;
  45. /// <summary>
  46. /// 章节id
  47. /// </summary>
  48. public int chapterId;
  49. }
  50. public class FieldDataManager : SingletonBase<FieldDataManager>
  51. {
  52. public FieldInfos fieldInfos = new FieldInfos();
  53. public FieldResult fieldResult = new FieldResult();
  54. /// <summary>
  55. ///当前难度的副本Id
  56. /// </summary>
  57. public int chapterId;
  58. /// <summary>
  59. /// 当前关卡挑战进度,起始为1
  60. /// </summary>
  61. public int currFightLv = 1;
  62. public void UpdateTask(int taskId, int state)
  63. {
  64. if (!fieldInfos.taskDic.ContainsKey(taskId))
  65. {
  66. fieldInfos.taskDic.Add(taskId, state);
  67. }
  68. else
  69. {
  70. fieldInfos.taskDic[taskId] = state;
  71. }
  72. }
  73. /// <summary>
  74. /// 根据副本Id获取最高记录
  75. /// </summary>
  76. /// <param name="chapterId"></param>
  77. /// <returns></returns>
  78. public int GetHighestLvByChapterId(int chapterId)
  79. {
  80. if (!fieldInfos.highestLvls.ContainsKey(chapterId))
  81. {
  82. return 0;
  83. }
  84. else
  85. {
  86. return fieldInfos.highestLvls[chapterId];
  87. }
  88. }
  89. // /// <summary>
  90. // /// 根据挑战难度获取副本配置
  91. // /// </summary>
  92. // /// <param name="difficulty"></param>
  93. // /// <returns></returns>
  94. // public FieldCfg GetFieldCfgByDifficulty(int difficulty)
  95. // {
  96. // return FieldCfgArray.Instance.GetCfgs(difficulty)[0];
  97. // }
  98. // /// <summary>
  99. // /// 根据挑战难度获取当前战斗Id
  100. // /// </summary>
  101. // /// <returns></returns>
  102. // public int GetLevelIdByDifficulty(int difficulty, int index)
  103. // {
  104. // FieldCfg cfg = GetFieldCfgByDifficulty(difficulty);
  105. // return StoryLevelCfgArray.Instance.GetCfgs(cfg.type, cfg.subType, cfg.id)[index].id;
  106. // }
  107. /// <summary>
  108. /// 获取任务列表
  109. /// </summary>
  110. /// <returns></returns>
  111. public List<FieldTaskCfg> GetTaskCfgs()
  112. {
  113. List<FieldTaskCfg> cfgs = new List<FieldTaskCfg>(FieldTaskCfgArray.Instance.dataArray);
  114. cfgs.Sort((FieldTaskCfg a, FieldTaskCfg b) =>
  115. {
  116. int stateA = GetTaskState(a.id);
  117. int stateB = GetTaskState(b.id);
  118. if (stateA == 1) return -1;
  119. if (stateB == 1) return 1;
  120. return stateA.CompareTo(stateB);
  121. });
  122. return cfgs;
  123. }
  124. /// <summary>
  125. /// 根据任务ID获取任务状态0未完成1可领取2已领取
  126. /// </summary>
  127. /// <param name="taskId"></param>
  128. /// <returns></returns>
  129. public int GetTaskState(int taskId)
  130. {
  131. return fieldInfos.taskDic.ContainsKey(taskId) ? fieldInfos.taskDic[taskId] : 0;
  132. }
  133. }
  134. }