ActivityAfuGiftDataManager.cs 4.1 KB

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  1. using ET;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. namespace GFGGame
  7. {
  8. public class ActivityAfuGiftDataManager : SingletonBase<ActivityAfuGiftDataManager>
  9. {
  10. private ActivityInfo info;
  11. public ActivityInfo Info { get => info; set => info = value; }
  12. private int _indexDay;
  13. private bool _isBuy;
  14. //已经领奖levelId
  15. private List<int> _normalRewards = new List<int>();
  16. //已经高级领奖levelId
  17. private List<int> _superRewards = new List<int>();
  18. private List<ActivityLoginCfg> _rewardCfgs;
  19. public List<ActivityLoginCfg> RewardCfgs { get => _rewardCfgs; set => _rewardCfgs = value; }
  20. //消暑礼包
  21. public int SummerActivityID = 3003;
  22. public bool IsSummerGiftBuy = false;
  23. public Dictionary<int, List<int>> SummerGiftRewardState = new Dictionary<int, List<int>>()
  24. {
  25. [0] = new List<int>(),
  26. [1] = new List<int>()
  27. };
  28. private bool _isOpen;
  29. public bool IsOpen { get => _isOpen; set => _isOpen = value; }
  30. private bool _needRefresh;
  31. public bool NeedRefresh { get => _needRefresh; set => _needRefresh = value; }
  32. public bool CheckIconShow()
  33. {
  34. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.AFZL);
  35. return activityInfo != null && activityInfo.StartTime <= TimeHelper.ServerNow() &&
  36. activityInfo.EndTime > TimeHelper.ServerNow();
  37. }
  38. public void InitActivityInfo()
  39. {
  40. Info = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.AFZL);
  41. RewardCfgs = ActivityLoginCfgArray.Instance.GetCfgsByid(Info.ActivityId);
  42. }
  43. public int GetNormalRewardStateByDay(int indexDay)
  44. {
  45. return _normalRewards[indexDay];
  46. }
  47. public int GetSuperRewardStateByDay(int indexDay)
  48. {
  49. return _superRewards[indexDay];
  50. }
  51. public void SetRewardStateList(List<int> list, bool isVip)
  52. {
  53. if (isVip)
  54. {
  55. _superRewards = new List<int>(list);
  56. }
  57. else
  58. {
  59. _normalRewards = new List<int>(list);
  60. }
  61. }
  62. public void SetIsBuy(bool isBuy)
  63. {
  64. _isBuy = isBuy;
  65. }
  66. public bool GetIsBuy()
  67. {
  68. return _isBuy;
  69. }
  70. public void SetIndexDay(int indexDay)
  71. {
  72. _indexDay = indexDay;
  73. }
  74. public int GetIndexDay()
  75. {
  76. return _indexDay;
  77. }
  78. public bool HaveCanGetReward()
  79. {
  80. if (!_isOpen)
  81. {
  82. return false;
  83. }
  84. int passDay = GetIndexDay();
  85. for (int i = passDay - 1; i >= 0; i--)
  86. {
  87. if (GetNormalRewardStateByDay(i) == ConstBonusStatus.CAN_GET
  88. || GetSuperRewardStateByDay(i) == ConstBonusStatus.CAN_GET)
  89. {
  90. return true;
  91. }
  92. }
  93. return false;
  94. }
  95. public void Clear()
  96. {
  97. _isOpen = false;
  98. _needRefresh = true;
  99. //info = null;
  100. //_isBuy = false;
  101. //_indexDay = 1;
  102. //_normalRewards.Clear();
  103. //_superRewards.Clear();
  104. }
  105. public bool GetSummerGiftRewardAllState()
  106. {
  107. long curTime = TimeHelper.ServerNow();
  108. var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfo(SummerActivityID);
  109. if (activityInfo == null)
  110. {
  111. return false;
  112. }
  113. foreach (var item in SummerGiftRewardState)
  114. {
  115. foreach(var state in item.Value)
  116. {
  117. if(state == 1)
  118. {
  119. return true;
  120. }
  121. }
  122. }
  123. return false;
  124. }
  125. }
  126. }