using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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public class SignManager : GameSystemManager<SignManager>
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{
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public int repairSignMoneyType;
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public int repairSignMoney;
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public byte[] signStateList = new byte[7];
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public event Action OnSignEvent;
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public override void Init()
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{
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DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += OnBeforePlayerDataInitialize;
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ParseConfig();
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}
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public override void Release()
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{
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DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= OnBeforePlayerDataInitialize;
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}
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void OnBeforePlayerDataInitialize()
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{
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signStateList = new byte[7];
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}
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void ParseConfig()
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{
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var config = FuncConfigConfig.Get("SignInSet");
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var arr = ConfigParse.GetMultipleStr<int>(config.Numerical1);
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repairSignMoneyType = arr[0];
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repairSignMoney = arr[1];
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}
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public void UpdateSignInfo(HA30D_tagSCDaySignInfo netPack)
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{
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signStateList = netPack.SignStateList;
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OnSignEvent?.Invoke();
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UpdateRedpoint();
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}
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//状态:0-不可签到;1-已签到;2-可补签;3-已领取
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public int GetSignDayState(int day)
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{
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return signStateList[day - 1];
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}
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public Redpoint redPointSign = new Redpoint(MainRedDot.RightFuncRedpoint, MainRedDot.RedPoint_SignKey);
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void UpdateRedpoint()
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{
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if (!FuncOpen.Instance.IsFuncOpen((int)FuncOpenEnum.DaySign))
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{
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return;
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}
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foreach (var item in signStateList)
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{
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if (item == 1)
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{
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redPointSign.state = RedPointState.Simple;
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return;
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}
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}
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redPointSign.state = RedPointState.None;
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}
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}
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