QinglongSerectTreasureManager = {} local this = QinglongSerectTreasureManager local TreasureSunlongConfig = ConfigManager.GetConfig(ConfigName.TreasureSunlongConfig) local TreasureSunLongTaskConfig = ConfigManager.GetConfig(ConfigName.TreasureSunLongTaskConfig) this.rewardData = {}--表内活动任务数据 local taskData = {} this.scoreId = 0 this.score = 0 this.traiWeekTime = 0 local level = 0 this.activityId = 0 function this.Initialize() this.InitializeData() end function this.InitializeData() this.rewardData = {} taskData = {} this.scoreId = TreasureSunlongConfig[1].Integral[1][1] for i, v in ConfigPairs(TreasureSunlongConfig) do this.rewardData[v.Level] = {} this.rewardData[v.Level].level = v.Level this.rewardData[v.Level].activityId = v.ActivityId if v.Integral then this.rewardData[v.Level].needScore = v.Integral[1][2] else this.rewardData[v.Level].needScore = 0 end this.rewardData[v.Level].Reward = {} local temp = {} if v.Reward then for n,m in ipairs(v.Reward) do table.insert(temp,{ type = 1,item = { m[1] , m[2] } }) end end if v.TreasureReward then for n,m in ipairs(v.TreasureReward) do table.insert(temp,{ type = 2,item = { m[1] , m[2] } }) end end this.rewardData[v.Level].Reward = temp end for i, v in ConfigPairs(TreasureSunLongTaskConfig) do if not taskData[v.Type] then taskData[v.Type] = {} end taskData[v.Type][v.Id] = {} taskData[v.Type][v.Id].id = v.Id taskData[v.Type][v.Id].show = v.Show taskData[v.Type][v.Id].taskValue = v.TaskValue taskData[v.Type][v.Id].integral = v.Integral taskData[v.Type][v.Id].jump = v.Jump taskData[v.Type][v.Id].ActivityId = v.ActivityId end end function this.UpdateTreasureState() local level = this.GetLevel() for k,v in pairs(this.rewardData) do if level < k then v.state = -2 end end this.activityId = ActivityGiftManager.GetActivityIdByType(ActivityTypeDef.TreasureOfSomeBody) local TreasureRewardState = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.TreasureOfSomeBody) if TreasureRewardState and TreasureRewardState.mission then --state -2 未达成 -1 普通和额外全部领取 0未领取 1激活秘宝,可以再次领取 for k,v in ipairs(TreasureRewardState.mission) do if v and level >= v.missionId then this.rewardData[v.missionId].state = v.state else this.rewardData[v.missionId].state = -2 end end end end function this.UpdateTreasureState2() local level = this.GetLevel() for k,v in pairs(this.rewardData) do if level < k then v.state = -2 elseif v.state == -2 then v.state = 0 end end end function this.UpdateTrailWeekTime(msg) LogRed("msg.weekTime:"..msg.weekTime) this.traiWeekTime = msg.weekTime end function this.GetTrailWeekTime(msg) return this.traiWeekTime end function this.GetTimeStartToEnd() local info= ActivityGiftManager.GetActivityInfoByType(ActivityTypeDef.TreasureOfSomeBody) if info then local startTime= this.GetTimeShow(info.startTime) local endtime= this.GetTimeShow(info.endTime) return startTime,endtime,info.endTime end end ---时间格式化接口 function this.GetTimeShow(data) local year = math.floor(os.date("%Y", data)) local month = math.floor(os.date("%m", data)) local day = math.floor(os.date("%d", data)) local time = year .. "年" .. month .. "月" .. day .. "日" return time end function this.GetTreasureState() this.TreasrueState = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.FindBaby,5001) return this.TreasrueState end function this.GetScore() return BagManager.GetItemCountById(this.scoreId) end function this.SetSingleRewardState(id,state) this.rewardData[id].state = state LogBlue("SetSingleRewardState:id:"..id.." state:"..state) end function this.GetAllRewardData() local temp ={} for i, v in pairs(this.rewardData) do if i ~= 0 and v.activityId == this.activityId then table.insert(temp,v) end end return temp end function this.GetRewardData(lv) return this.rewardData[lv] end function this.SetLevel(_level) level = _level end function this.GetLevel() return level end function this.GetQinglongTaskData(_curtype) local curtype = _curtype + 1 local temp = TaskManager.GetTypeTaskList(TaskTypeDef.TreasureOfSomeBody) local task = {} for k,v in ipairs(temp) do if taskData[curtype][v.missionId] and taskData[curtype][v.missionId].ActivityId == this.activityId then taskData[curtype][v.missionId].progress = v.progress taskData[curtype][v.missionId].state = v.state table.insert(task, taskData[curtype][v.missionId]) end end -- LogBlue("每周任务个数:"..#task) return task end function this.GetQinglongSerectTreasureRedPot() if not ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) then return false end local state = this.GetTreasureState() for i, v in pairs(this.rewardData) do if i ~= 0 then if v.state == 0 or (v.state == 1 and state > 0) then return true end end end return false end function this.GetSerectTreasureTrailRedPot() if not ActivityGiftManager.GetActivityOpenStatus(ActivityTypeDef.TreasureOfSomeBody) then return false end for i = 1,2 do local task = this.GetQinglongTaskData(i) for i, v in pairs(task) do if v.state == 1 then return true end end end return false end return this