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- using System.Collections.Generic;
- namespace GFGGame
- {
- public struct FieldInfos
- {
- /// <summary>
- /// 当前主题 由ConstItemAttributeType定义
- /// </summary>
- public int theme;
- /// <summary>
- /// 最高关卡记录列表,由简单到难
- /// </summary>
- public Dictionary<int, int> highestLvls;
- /// <summary>
- /// 每周已领奖励
- /// </summary>
- public int bonusWeekly;
- /// <summary>
- /// 奖励上限
- /// </summary>
- public int bonusMaxLimit;
- /// <summary>
- /// 任务奖励状态 由ConstBonusStatus定义
- /// </summary>
- public Dictionary<int, int> taskDic;
- /// <summary>
- /// 仅在上线时判断是否有奖励未结算
- /// </summary>
- public bool hasBonus;
- };
- public struct FieldResult
- {
- /// <summary>
- /// 完成关数
- /// </summary>
- public int passLvl;
- /// <summary>
- /// 奖励列表
- /// </summary>
- public List<ItemData> bonusList;
- /// <summary>
- /// 体力消耗
- /// </summary>
- public int costNum;
- /// <summary>
- /// 章节id
- /// </summary>
- public int chapterId;
- }
- public class FieldDataManager : SingletonBase<FieldDataManager>
- {
- public FieldInfos fieldInfos = new FieldInfos();
- public FieldResult fieldResult = new FieldResult();
- /// <summary>
- ///当前难度的副本Id
- /// </summary>
- public int chapterId;
- /// <summary>
- /// 当前关卡挑战进度,起始为1
- /// </summary>
- public int currFightLv = 1;
- public void UpdateTask(int taskId, int state)
- {
- if (!fieldInfos.taskDic.ContainsKey(taskId))
- {
- fieldInfos.taskDic.Add(taskId, state);
- }
- else
- {
- fieldInfos.taskDic[taskId] = state;
- }
- }
- /// <summary>
- /// 根据副本Id获取最高记录
- /// </summary>
- /// <param name="chapterId"></param>
- /// <returns></returns>
- public int GetHighestLvByChapterId(int chapterId)
- {
- if (!fieldInfos.highestLvls.ContainsKey(chapterId))
- {
- return 0;
- }
- else
- {
- return fieldInfos.highestLvls[chapterId];
- }
- }
- // /// <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, int index)
- // {
- // FieldCfg cfg = GetFieldCfgByDifficulty(difficulty);
- // return StoryLevelCfgArray.Instance.GetCfgs(cfg.type, cfg.subType, cfg.id)[index].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);
- if (stateA == 1) return -1;
- if (stateB == 1) return 1;
- return stateA.CompareTo(stateB);
- });
- return cfgs;
- }
- /// <summary>
- /// 根据任务ID获取任务状态0未完成1可领取2已领取
- /// </summary>
- /// <param name="taskId"></param>
- /// <returns></returns>
- public int GetTaskState(int taskId)
- {
- return fieldInfos.taskDic.ContainsKey(taskId) ? fieldInfos.taskDic[taskId] : 0;
- }
- }
- }
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