miduo_client/Assets/ManagedResources/~Lua/Modules/DynamicActivity/DynamicActivityManager.lua

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Lua
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DynamicActivityManager = {}
local this = DynamicActivityManager
this.curLevel = 0--社稷大典的等级
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function this.Initialize()
end
function this.SheJiGetRankData(type,activityId,fun)
local allRankData,myRankData
RankingManager.InitData(type,function ()
allRankData,myRankData = RankingManager.GetRankingInfo()
if fun then
fun(allRankData,myRankData)
end
end,activityId)
end
function this.SetCurLevel(level)--社稷大典的等级
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this.curLevel = level
end
function this.SheJiCheckRedPoint()
local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.Celebration)--活动数据
local canGetRewardList={}
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if ActInfo then
local curScore = ActInfo.mission[1].progress
local actReward = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",ActInfo.activityId)
local setting = ConfigManager.GetConfigDataByKey(ConfigName.GodSacrificeSetting,"ActivityId",ActInfo.activityId)
--检测宝箱是否有可领取
for i = 1, #ActInfo.mission do
local curLevel = curScore/actReward[1].Values[2][1]
if ActInfo.mission[i].state == 0 and curLevel >= i then
table.insert(canGetRewardList,ActInfo.mission[i])
end
end
local canGet = false
--检测中央大锅是否可领取
if GetTimeStamp() > ActInfo.value and GetTimeStamp() < (ActInfo.value + setting.LastTime * 60) then
--领过--进入倒计时
canGet = false
elseif GetTimeStamp() > ActInfo.value and GetTimeStamp() > (ActInfo.value + setting.LastTime * 60) then
--没到时间--进入倒计时
canGet = false
else
--可领取
canGet = true
end
if #canGetRewardList > 0 or canGet then
return true
else
return false
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end
end
end
function this.GetBaoKuData()
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local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YiJingBaoKu)--活动数据
local BlessingConfigNew = ConfigManager.GetConfigDataByKey(ConfigName.BlessingConfigNewl,"ActivityId",ActInfo.activityId)
local curPool = BlessingConfigNew.BasicPoolId[ActInfo.value]
-- local BlessingRewardPoolNew = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",curPool)
local RewardConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew)
local data={}
for i = 1, #ActInfo.mission do
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data[i].rewardId = ActInfo.mission[i].missionId
data[i].progress = ActInfo.mission[i].progress
data[i].state = ActInfo.mission[i].state
data[i].reward = RewardConfig[data[i].rewardId].Reward
end
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local ActInfo={}
ActInfo.activityId = ActInfo.activityId
ActInfo.curPool = curPool
ActInfo.curLevel = ActInfo.value
ActInfo.data = data
return ActInfo
end
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return this