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2025-09-18 871594462e82d6bc1341918d39e11ab036d59563
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
 
public class OfficialRankManager : GameSystemManager<OfficialRankManager>
{
 
    #region 官职任务
    //当前官职的任务状态
    int taskAwardState;
    Dictionary<int, int> taskValues = new Dictionary<int, int>();
    public event Action RealmMissionRefreshEvent;
 
    public Dictionary<int, int> mainLevelDict = new Dictionary<int, int>();    //id:索引 用于判断还需多少关
    public override void Init()
    {
        PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefresh;
        BlessLVManager.Instance.OnBlessLVUpdateEvent += UpdateRedpoint;
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += BeforePlayerDataInitialize;
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += UpdateRedpoint;
 
 
        var levelList = MainLevelConfig.GetKeys().ToList();
        levelList.Sort();
        for (int i = 0; i < levelList.Count; i++)
        { 
            mainLevelDict[levelList[i]] = i;
        }
    }
 
    public override void Release()
    {
        PlayerDatas.Instance.playerDataRefreshEvent -= PlayerDataRefresh;
        BlessLVManager.Instance.OnBlessLVUpdateEvent -= UpdateRedpoint;
        DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= BeforePlayerDataInitialize;
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= UpdateRedpoint;
    }
 
    void BeforePlayerDataInitialize()
    {
        taskValues.Clear();
        taskAwardState = 0;
    }
 
 
    void PlayerDataRefresh(PlayerDataType type)
    {
        if (type == PlayerDataType.LV ||
            type == PlayerDataType.ExAttr1
        )
        {
            //等级 通关
            UpdateRedpoint();
        }
        else if (type == PlayerDataType.RealmLevel)
        {
            if (!DTC0403_tagPlayerLoginLoadOK.finishedLogin)
                return;
            //升级成功表现
                if (!UIManager.Instance.IsOpened<OfficialLVUPSuccessWin>())
                {
                    UIManager.Instance.OpenWindow<OfficialLVUPSuccessWin>();
                }
        }
    }
 
    // 返回服务端的记录任务奖励状态 0未领取  1已领取
    public int GetMissionAwardState(int id)
    {
        return (taskAwardState & (int)Math.Pow(2, id)) != 0 ? 1 : 0;
    }
 
    // 1    等级达到x级    x级        
    // 2    通过主线关卡    关卡ID    
    // 3    消耗战锤    x个     (仅通知这个)
    // 4    祝福树    等级    
    //客户端显示的任务状态 0 代表进行中 1 代表可领取 2 代表已领取
    public int GetMissionState(int realm, int missionID)
    {
        var config = RealmLVUPTaskConfig.GetID(realm, missionID);
        var type = config.TaskType;
 
        if (GetMissionAwardState(missionID) == 1)
        {
            return 2;
        }
 
        switch (type)
        {
            case 1:
                return PlayerDatas.Instance.baseData.LV >= config.NeedValueList[0] ? 1 : 0;
            case 2:
                //策划配置关卡ID为201,即 过关2-1(0/1) ,使用 ExAttr1 值判断,如ExAttr1值为20103代表当前已经过了第2章第1关第3波,包含了波,需要击败该关卡boss后才算该关过关
                return PlayerDatas.Instance.baseData.ExAttr1 / 100 > config.NeedValueList[0] ? 1 : 0;
            case 3:
                return taskValues.ContainsKey(missionID) && taskValues[missionID] >= config.NeedValueList[0] ? 1 : 0;
                
            case 4:
                return BlessLVManager.Instance.m_TreeLV >= config.NeedValueList[0] ? 1 : 0;
 
            default:
                return 0;
        }
 
    }
 
    public void GetMissionProcess(int id, out int process, out int total)
    {
        var config = RealmLVUPTaskConfig.GetID(PlayerDatas.Instance.baseData.realmLevel, id);
        var type = config.TaskType;
        process = 1;
        total = 1;
        switch (type)
        {
            case 1:
                process = PlayerDatas.Instance.baseData.LV;
                total = config.NeedValueList[0];
                break;
            case 2:
                process = PlayerDatas.Instance.baseData.ExAttr1 / 100 > config.NeedValueList[0] ? 1 : 0;
                total = 1;
                break;
            case 3:
                process = taskValues.ContainsKey(id) ? taskValues[id] : 0;
                total = config.NeedValueList[0];
                break;
            case 4:
                process = BlessLVManager.Instance.m_TreeLV;
                total = config.NeedValueList[0];
                break;
        }
 
    }
 
    
 
    public void RequestAllAwards()
    {
        var missisons = RealmLVUPTaskConfig.GetMissionIDs(PlayerDatas.Instance.baseData.realmLevel);
        for (int i = 0; i < missisons.Count; i++)
        {
            var state = GetMissionState(PlayerDatas.Instance.baseData.realmLevel, missisons[i]);
            if (state == 1)
            {
                CA504_tagCMPlayerGetReward pak = new CA504_tagCMPlayerGetReward();
                pak.RewardType = 68;
                pak.DataEx = (uint)missisons[i];
                GameNetSystem.Instance.SendInfo(pak);
            }
        }
    }
 
    #endregion
 
    public void ReceivePackage(HA311_tagMCSyncRealmInfo package)
    {
        taskAwardState = (int)package.TaskAwardState;
        for (int i = 0; i < package.TaskValueCount; i++)
        {
            taskValues[package.TaskValueList[i].TaskID] = (int)package.TaskValueList[i].TaskValue;
        }
 
        RealmMissionRefreshEvent?.Invoke();
        UpdateRedpoint();
    }
 
    Redpoint redpoint = new Redpoint(MainRedDot.RedPoint_OfficialKey);
    void UpdateRedpoint()
    {
        redpoint.state = RedPointState.None;
 
        var ids = RealmLVUPTaskConfig.GetMissionIDs(PlayerDatas.Instance.baseData.realmLevel);
        bool finish = true;
        foreach (var id in ids)
        {
            if (GetMissionAwardState(id) != 1)
            {
                if (GetMissionState(PlayerDatas.Instance.baseData.realmLevel, id) == 1)
                {
                    redpoint.state = RedPointState.Simple;
                }
 
                finish = false;
            }
        }
        
        if (finish)
            redpoint.state = RedPointState.Simple;
    }
 
 
 
 
    public Color GetOfficialRankColor(int quality)
    {
 
        switch (quality)
        {
            case 1:
                // bbbbbb
                return new Color32(187, 187, 187, 255);
            case 2:
                // ffffff
                return new Color32(255, 255, 255, 255);
            case 3:
                // bbd5ff
                return new Color32(187, 213, 255, 255);
            case 4:
                // e4bbfe
                return new Color32(228, 187, 254, 255);
            case 5:
                // f7eba4
                return new Color32(247, 235, 164, 255);
            case 6:
                // ffc096
                return new Color32(255, 192, 150, 255);
            case 7:
                // fe9896
                return new Color32(254, 152, 150, 255);
            case 8:
                // ffaffe
                return new Color32(255, 174, 254, 255);
            case 9:
                // ffefcl
                return new Color32(255, 239, 203, 255);
            case 10:
                // e9fffa
                return new Color32(233, 255, 250, 255);
            case 11:
                // f5ddff
                return new Color32(245, 221, 255, 255);
            case 12:
                // b3fcfe
                return new Color32(179, 252, 254, 255);
            case 13:
                // ffd0f7
                return new Color32(255, 208, 247, 255);
        }
        return Color.white;
    }
 
}