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1 天以前 b5cdc4acce06b4e9d21b4cc56e99591fe0381564
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
 
 
public class BlessLVManager : GameSystemManager<BlessLVManager>
{
    public int m_TreeLV { get; private set; }    // 当前仙树等级
    public int m_LVUPState { get; private set; } // 0-非升级中;1-升级中
    public int m_LVUPRemainTime { get; private set; } // 升级剩余时间,秒;当升级中且倒计时为0时可发送B223执行升级包进行升级
    public int m_Energy;    // 当前累计充能次数
    public int m_EnergyTimeLast;    // 上次获得充能次数时间戳   
 
    public event Action OnBlessLVUpdateEvent;
    int m_LVPackTime; //收包时间用于计算剩余时间m_LVUPRemainTime
 
    public int upgradeTreeMoneyType; //升级仙树消耗的货币类型
    public int timeUpTreeItemID; //加速仙树升级的道具ID
    public int timeUpTreeItemSubTime; //减少仙树升级时间的道具减少的时间
 
    int freeEnergyMax; //充能次数上限,特权额外次数在 InvestPower 配置
    public int freeEnergyCD; //充能CD,分钟,x分钟获得1个能量
    public int freeEnergySubTreeTime; //领取充能奖励减少祝福升级时间 分钟
    public int freeEnergyMoneyType; //可消耗货币领取充能奖励, 货币类型|货币值,也可广告领取,二选一
    public int freeEnergyMoney;
 
 
    public int lastTreeLV; //上一次树的等级 用于打开界面的时候播放下升级特效
 
    public override void Init()
    {
        m_TreeLV = 0;
        m_LVUPState = 0;
        m_LVUPRemainTime = 0;
        m_Energy = 0;
        m_EnergyTimeLast = 0;
        m_LVPackTime = 0;
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent += OnPlayerLoginOK;
        GlobalTimeEvent.Instance.fiveSecondEvent += OnTimeEvent;
 
        ParseConfig();
    }
 
    public override void Release()
    {
        DTC0403_tagPlayerLoginLoadOK.playerLoginOkEvent -= OnPlayerLoginOK;
        GlobalTimeEvent.Instance.fiveSecondEvent -= OnTimeEvent;
    }
 
    void OnPlayerLoginOK()
    {
        lastTreeLV = 0;
        AutoUpgrade();
        UpdateTreeRedpoint();
    }
 
 
    void ParseConfig()
    {
        var config = FuncConfigConfig.Get("TreeLVUP");
        upgradeTreeMoneyType = int.Parse(config.Numerical1);
        var arr = config.Numerical2.Split('|');
        timeUpTreeItemID = int.Parse(arr[0]);
        timeUpTreeItemSubTime = int.Parse(arr[1]);
 
        config = FuncConfigConfig.Get("TreeEnergy");
        freeEnergyMax = int.Parse(config.Numerical2);
        freeEnergyCD = int.Parse(config.Numerical3);
        freeEnergySubTreeTime = int.Parse(config.Numerical4);
        arr = config.Numerical5.Split('|');
        freeEnergyMoneyType = int.Parse(arr[0]);
        freeEnergyMoney = int.Parse(arr[1]);
 
    }
 
    public void UpdateBlessLVInfo(HB121_tagMCTreeInfo netPack)
    {
        m_TreeLV = netPack.TreeLV;
        m_LVUPState = netPack.LVUPState;
        m_LVUPRemainTime = (int)netPack.LVUPRemainTime;
        m_Energy = netPack.Energy;
        m_EnergyTimeLast = (int)netPack.EnergyTimeLast;
        m_LVPackTime = TimeUtility.AllSeconds;
        if (lastTreeLV == 0)
        {
            lastTreeLV = m_TreeLV;
        }
        OnBlessLVUpdateEvent?.Invoke();
        UpdateTreeRedpoint();
        AutoUpgrade();
    }
 
    public int GetLVUPRemainTime()
    {
        if (m_LVUPState == 0)
            return 0;
        return m_LVUPRemainTime - (TimeUtility.AllSeconds - m_LVPackTime);
    }
 
    public int GetMaxEnergyCnt()
    {
        return freeEnergyMax;
    }
 
    //充能时间倒计时, 用于客户端主动领取 或者 只有从0到1才显示用
    public int GetFreeRemainTime()
    {
        return freeEnergyCD * 60 - (TimeUtility.AllSeconds - m_EnergyTimeLast);
    }
 
    Redpoint redpointTree = new Redpoint(MainRedDot.BlessLVRedpoint);
    Redpoint redpointTreeItem = new Redpoint(MainRedDot.BlessLVRedpoint, MainRedDot.BlessLVRedpoint * 10);
    Redpoint redpointTreeFree = new Redpoint(MainRedDot.BlessLVRedpoint, MainRedDot.BlessLVRedpoint * 10 + 1);
    void UpdateTreeRedpoint()
    {
        redpointTreeFree.state = RedPointState.None;
        redpointTreeItem.state = RedPointState.None;
        redpointTree.state = RedPointState.None;
        if (!FuncOpen.Instance.IsFuncOpen((int)FuncOpenEnum.BlessLV))
        {
            return;
        }
        var config = TreeLVConfig.Get(m_TreeLV);
        if (config == null) return;
        //非升级中检查升级材料
        if (m_LVUPState == 0)
        {
 
            if (UIHelper.GetMoneyCnt(upgradeTreeMoneyType) >= config.LVUPNeedMoney)
            {
                redpointTree.state = RedPointState.Simple;
            }
        }
        else
        {
            //检查时间道具 和 免费的时间
            if (PackManager.Instance.GetSinglePack(PackType.Item).HasItem(timeUpTreeItemID))
            {
                redpointTreeItem.state = RedPointState.Simple;
            }
            if (m_Energy > 0)
            {
                redpointTreeFree.state = RedPointState.Simple;
            }
 
 
        }
    }
 
    public void AutoUpgrade()
    {
        //时间结束自动通知服务端升级,或者打开界面时,或者上线 都做检查
        if (m_LVUPState == 0)
        {
            return;
        }
        if (GetLVUPRemainTime() > 0)
        {
            return;
        }
        var pack = new CB223_tagCMTreeLVUP();
        pack.Type = 1;
        GameNetSystem.Instance.SendInfo(pack);
    }
 
    void OnTimeEvent()
    {
        //升级中检查 倒计时结束;非升级中检查免费次数时间 红点
        if (m_LVUPState == 1)
        {
            //升级
            AutoUpgrade();
        }
 
        SendGetFreeEnergy();
 
        UpdateTreeRedpoint();
 
    }
 
    public void SendGetFreeEnergy()
    {
        if (m_Energy >= GetMaxEnergyCnt())
        {
            return;
        }
        if (GetFreeRemainTime() > 0)
        {
            return;
        }
        
        var pack = new CA504_tagCMPlayerGetReward();
        pack.RewardType = 82;
        pack.DataEx = 1;     
        GameNetSystem.Instance.SendInfo(pack);
    }
 
 
    //装备品质的起始表现,最小1
    public int GetStartEquipQuality()
    {
        var rateList = TreeLVConfig.Get(m_TreeLV).EquipColorRateList;
        for (int i = 0; i < rateList.Length; i++)
        {
            if (rateList[i] != 0)
                return i + 1;
        }
        return 1;
    }
 
 
}