using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace vnxbqy.UI
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{
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public class OperationMissionAct : OperationBase
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{
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//任务id:任务信息
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public Dictionary<int, HAA71_tagMCActTaskInfo.tagMCActTask> missionInfo = new Dictionary<int, HAA71_tagMCActTaskInfo.tagMCActTask>();
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//public Dictionary<int, List<int>> missionTypeDict = new Dictionary<int, List<int>>(); //类型:任务ID列表 考虑分组问题
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public int roundMax { get; private set; }
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public override bool SatisfyOpenCondition()
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{
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return PlayerDatas.Instance.baseData.LV >= limitLv;
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}
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public override string ToDisplayTime()
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{
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var textBuilder = OperationTimeHepler.textBuilder;
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textBuilder.Length = 0;
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textBuilder.Append(startDate.ToDisplay());
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if (startDate != endDate)
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{
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textBuilder.Append("—");
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textBuilder.Append(endDate.ToDisplay());
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}
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return textBuilder.ToString();
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}
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public override void Reset()
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{
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base.Reset();
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}
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public void ParsePackage(HAA71_tagMCActTaskInfo package)
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{
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missionInfo.Clear();
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for (int i = 0; i < package.TaskCount; i++)
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{
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missionInfo[(int)package.TaskList[i].TaskID] = package.TaskList[i];
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}
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roundMax = package.RoundMax;
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}
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}
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}
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