少年修仙传客户端代码仓库
lcy
2024-12-16 a39c35fc6449430cd02bccb681c4a0a880e46cd9
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace vnxbqy.UI
{
    //修改成控制多个活动模块,如精彩活动模板1,精彩活动模板2
 
    public class OpenServerActivityCenter : Singleton<OpenServerActivityCenter>
    {
        public event Action openServerActivityStateChange;
 
        //{活动模板:{活动ID:活动接口}}
        Dictionary<int, Dictionary<int, IOpenServerActivity>> GameServerActivitys = new Dictionary<int, Dictionary<int, IOpenServerActivity>>();
 
        public int selectFuncOrder = -1;
 
        public enum ActivityType
        {
            AT_JCHD = 0,    //精彩活动
            AT_JRZF,    //节日祝福
            AT_HFHD,    //合服活动
            AT_Activity1,   //预备活动1
            AT_Activity2,   //日期型活动- 按日期开放的排行榜系列活动相关 id从200开始(与其他活动区分,虽然id重复并没有关系), 类同节日活动
            AT_Activity3,   //预备活动3
            //后续IL开发添加预设
            default1,
            default2,
            default3,
            default4,
            default5,
            default6,
            default7,
            default8,
            default9,
            default10,
        }
 
        public OpenServerActivityCenter()
        {
            TimeUtility.OnServerOpenDayRefresh += OnServerOpenDayRefresh;
        }
 
        public void Register(int funcOrder, IOpenServerActivity activity, int activityType = (int)ActivityType.AT_JCHD)
        {
            if (!GameServerActivitys.ContainsKey(activityType))
            {
                GameServerActivitys.Add(activityType, new Dictionary<int, IOpenServerActivity>());
            }
 
            var openServerActivitys = GameServerActivitys[activityType];
            if (!openServerActivitys.ContainsKey(funcOrder))
            {
                openServerActivitys.Add(funcOrder, activity);
                activity.onStateUpdate += OnStateUpdate;
            }
        }
 
        private void OnStateUpdate(int _order)
        {
            if (openServerActivityStateChange != null)
            {
                openServerActivityStateChange();
            }
        }
 
        private void OnServerOpenDayRefresh()
        {
            if (openServerActivityStateChange != null)
            {
                openServerActivityStateChange();
            }
        }
 
        public bool IsAnyActivityOpen(out int _functionOrder, int activityType = (int)ActivityType.AT_JCHD)
        {
            if (!GameServerActivitys.ContainsKey(activityType))
            {
                GameServerActivitys.Add(activityType, new Dictionary<int, IOpenServerActivity>());
            }
 
            var openServerActivitys = GameServerActivitys[activityType];
            _functionOrder = 0;
            foreach (var _order in openServerActivitys.Keys)
            {
                if (openServerActivitys[_order].IsOpen || openServerActivitys[_order].IsAdvance)
                {
                    _functionOrder = _order;
                    return true;
                }
            }
            return false;
        }
 
        public bool IsActivityOpen(int _funcOrder, int activityType = (int)ActivityType.AT_JCHD)
        {
            if (!GameServerActivitys.ContainsKey(activityType))
            {
                GameServerActivitys.Add(activityType, new Dictionary<int, IOpenServerActivity>());
            }
            
            bool isOpen = false;
            var openServerActivitys = GameServerActivitys[activityType];
            if (openServerActivitys.ContainsKey(_funcOrder))
            {
                isOpen = openServerActivitys[_funcOrder].IsOpen || openServerActivitys[_funcOrder].IsAdvance;
            }
            if (_funcOrder == 31)
            {
                isOpen = !InvestModel.Instance.IsFinish();
            }
            return isOpen;
        }
 
        public bool IsPriorityOpenOpen(int _funcOrder, int activityType = (int)ActivityType.AT_JCHD)
        {
            if (!GameServerActivitys.ContainsKey(activityType))
            {
                GameServerActivitys.Add(activityType, new Dictionary<int, IOpenServerActivity>());
            }
 
            var openServerActivitys = GameServerActivitys[activityType];
            if (openServerActivitys.ContainsKey(_funcOrder))
            {
                return openServerActivitys[_funcOrder].priorityOpen;
            }
            return false;
        }
 
 
        public bool ExistChildBookmark(int _funcOrder)
        {
            switch (_funcOrder)
            {
                case 0:
                case 2:
                case 19:
                case 22:
                    return true;
                default:
                    var config = OpenServerActivityConfig.Get(_funcOrder);
                    if (config != null)
                    {
                        return config.childTypes.Length > 0;
                    }
                    return false;
            }
        }
 
 
        public int[] GetChildTypes(int _funcOrder)
        {
            var config = OpenServerActivityConfig.Get(_funcOrder);
            if (config != null)
            {
                return config.childTypes;
            }
            return null;
        }
 
 
        public void ProcessErrorTip()
        {
            SysNotifyMgr.Instance.ShowTip("ActiveOutTime");
        }
 
        //AT_Activity2 日期型活动-默认设计都是同一个入口,根据活动替换图标和名称,打开不同界面
        public NewDayActivityInfo GetNewDayActionEnterInfo()
        {
            if (IsActivityOpen((int)NewDayActivityID.BossTrial, (int)ActivityType.AT_Activity2))
            {
                return new NewDayActivityInfo() { activityID = (int)NewDayActivityID.BossTrial, redpointID = MainRedDot.BossTrialRepoint, winName = "BossTrialActWin" };
            }
            else if (IsActivityOpen((int)NewDayActivityID.SecretPlaceXB, (int)ActivityType.AT_Activity2))
            {
                return new NewDayActivityInfo() { activityID = (int)NewDayActivityID.SecretPlaceXB, redpointID = MainRedDot.MjxbRedpoint, winName = "SecretPlaceActWin" };
            }
            else if (IsActivityOpen((int)NewDayActivityID.PetHorseAct, (int)ActivityType.AT_Activity2))
            {
                return new NewDayActivityInfo() { activityID = (int)NewDayActivityID.PetHorseAct, redpointID = MainRedDot.QCTrainActRedpoint, winName = "PetHorseActWin" };
            }
            else if (IsActivityOpen((int)NewDayActivityID.TreasurePavilionAct, (int)ActivityType.AT_Activity2))
            {
                return new NewDayActivityInfo() { activityID = (int)NewDayActivityID.TreasurePavilionAct, redpointID = MainRedDot.TreasurePavilionRankActRepoint, winName = "TreasurePavilionRankActWin" };
            }
 
            return new NewDayActivityInfo() { activityID = 0 };
        }
 
        //AT_Activity2 入口信息
        public struct NewDayActivityInfo
        {
            public int activityID;
            public int redpointID;
            public string winName;
        }
    }
 
    public interface IOpenServerActivity
    {
        bool IsOpen { get; }
        bool IsAdvance { get; }
        bool priorityOpen { get; }
 
        event Action<int> onStateUpdate;
    }
 
    public class ILOpenServerActivityProxy : IOpenServerActivity
    {
        public bool IsOpen => funcIsOpen();
 
        public bool IsAdvance => funcIsAdvance();
 
        public bool priorityOpen => funcPriorityOpen();
 
        public event Action<int> onStateUpdate;
 
        private Func<bool> funcIsOpen;
        private Func<bool> funcIsAdvance;
        private Func<bool> funcPriorityOpen;
 
        public ILOpenServerActivityProxy(Func<bool> isOpen, Func<bool> isAdvance, Func<bool> priorityOpen)
        {
            funcIsOpen = isOpen;
            funcIsAdvance = isAdvance;
            funcPriorityOpen = priorityOpen;
        }
 
 
        public void StateUpdate(int id)
        {
            if (onStateUpdate != null)
            {
                onStateUpdate(id);
            }
        }
 
    }
 
}