DynamicActivityManager = {} local this = DynamicActivityManager this.ZhenQiBaoGeIndex = 0 local SpiritAnimalSummonConfig = ConfigManager.GetConfig(ConfigName.SpiritAnimalSummon) this.curLevel = 0--社稷大典的等级 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 this.curLevel = level end function this.SheJiCheckRedPoint() local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.Celebration)--活动数据 local canGetRewardList={} 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 end end end function this.GetBaoKuData() local actData={}--全部数据 local initCardDatas = {}--35个矿坑的初始数据 local finalCardDatas = {}--35个矿坑抽取后的数据 local allData = {}--总奖励数据 local curBasicPool = 0 local curFinalPool = 0 local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YiJingBaoKu)--活动数据 local BlessingConfigNew = ConfigManager.GetConfigDataByKey(ConfigName.BlessingConfigNew,"ActivityId",ActInfo.activityId) local RewardAllConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew) --领取过的35条数据 for i = 1, 99 do if ActInfo.mission[i] then local v = ActInfo.mission[i] if v.missionId < 100 then local data = {} data.Id = v.missionId data.rewardId = v.progress data.reward = {} if v.progress ~= 0 then data.reward = RewardAllConfig[v.progress].Reward data.configId = RewardAllConfig[v.progress].Id end -- LogGreen("Id:"..v.missionId.." rewardId:"..v.progress.." ") table.insert(finalCardDatas,data) end end end --大奖和当前层数数据 for i = 1, 1100 do if ActInfo.mission[i] then local v = ActInfo.mission[i] if v.missionId == 100 then -- LogYellow("层数:"..v.progress) actData.curLevel = v.progress curBasicPool = BlessingConfigNew.BasicPoolId[v.progress] curFinalPool = BlessingConfigNew.FinalPoolId elseif v.missionId > 1000 then local data = {} data.rewardId = v.missionId-1000 data.progress = v.progress -- LogYellow("rewardId:"..data.rewardId.." data.progress:"..data.progress) data.configId = RewardAllConfig[data.rewardId].Id table.insert(allData,data) end end end --初始的坑的35条数据 local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",curBasicPool) local index = 1 for i = 1, #RewardConfig do local j = 1 while(j <= RewardConfig[i].InitializeNum) do local data = {} if index ~= 18 then data.rewardId = RewardConfig[i].Id data.reward = {} data.reward = RewardConfig[i].Reward j = j + 1 else data.rewardId = 0 data.reward = nil end table.insert(initCardDatas,data) index = index + 1 end end actData.activityId = ActInfo.activityId actData.curBasicPool = curBasicPool actData.curFinalPool = curFinalPool actData.selectId = ActInfo.value actData.endTime = ActInfo.endTime -- LogPink("大奖Id:"..ActInfo.value) actData.initCardDatas = initCardDatas actData.finalCardDatas = finalCardDatas actData.allData = allData return actData end --宝库奖励的剩余数据 function this.GetLeftRewardData() local actData = this.GetBaoKuData() local finalCardDatas = actData.finalCardDatas local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",actData.curLevel)--初始所有奖励数据 local data={} for i = 1, #RewardConfig do data[RewardConfig[i].Id] = {} data[RewardConfig[i].Id].id = RewardConfig[i].Id data[RewardConfig[i].Id].reward = RewardConfig[i].Reward data[RewardConfig[i].Id].progress = RewardConfig[i].InitializeNum data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum end -- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId) for i = 1, #finalCardDatas do if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then -- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress)) data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1 end end return data end function this.LingShouBuildData() local rewardData={} local showData={} local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe) local activityId = ActData.activityId local LSrewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",activityId) local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",activityId) local singleRecruit = array[1] local tenRecruit = array[2] local curScore = 0 --第一条为选择抽取的灵兽信息 for index, value in ipairs(ActData.mission) do local v = ActData.mission[index] if v.missionId == 0 then if v.progress == 0 then local mergePool = singleRecruit.MergePool local poolId = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",mergePool).pool_id local tempData = ConfigManager.GetConfigDataByKey(ConfigName.LotteryRewardConfig,"Pool",poolId) showData.sasId = 0 showData.monsterId = tempData.Reward[1] showData.iconId = LSrewardData[1].Reward[1][1] else local tempData = SpiritAnimalSummonConfig[v.progress] showData.sasId = tempData.Id showData.monsterId = tempData.FocusID showData.iconId = tempData.TargetItemList[2] end end end --剩下的是奖励信息 for i = 1, #LSrewardData do local v = LSrewardData[i] for index, value in ipairs(ActData.mission) do if v.Id == value.missionId then local data = {} data.missionId = value.missionId data.reward = {} data.iconId = showData.iconId data.num = v.Reward[1][2] data.value = v.Values[1][1] curScore = ActData.mission[index].progress if curScore >= data.value then if value.state == 0 then data.state = 1--可领的 else data.state = 2--领完的 end else data.state = 0--不可领的 end table.insert(rewardData,data) end end end return rewardData,showData,curScore end function this.LingShouUpCheckRed() local freeTime = 0 local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting) local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe) if not ActData then return false end local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",ActData.activityId) local freeTimesId=lotterySetting[array[1].Id].FreeTimes if freeTimesId > 0 then freeTime = PrivilegeManager.GetPrivilegeRemainValue(freeTimesId) end local rewardData,showData,curScore = DynamicActivityManager.LingShouBuildData() for i = 1, #rewardData do if rewardData[i].state == 1 or freeTime >=1 then return true end end return false end return this