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 OperationAccumulateRecharge : OperationBase
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{
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//ActNum活动编号,根据重置字段决定是否多日累充,区分 DaysAccumulateRecharge和 AccumulateRecharge
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public List<Reward> rewards = new List<Reward>();
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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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rewards.Clear();
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}
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public void ParseAccumulateRecharge(HAA1D_tagMCActTotalRechargeInfo package)
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{
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for (int i = 0; i < package.AwardDays; i++)
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{
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var _reward = package.AwardDayInfo[i];
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Reward reward = new Reward();
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for (int k = 0; k < _reward.AwardCount; k++)
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{
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Recharge recharge = new Recharge();
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recharge.requireGold = UIHelper.GetRealCoin((int)_reward.AwardInfo[k].NeedGold);
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recharge.index = _reward.AwardInfo[k].AwardIndex;
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for (int q = 0; q < _reward.AwardInfo[k].AwardItemCount; q++)
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{
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var _item = _reward.AwardInfo[k].AwardItem[q];
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recharge.items.Add(new Item()
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{
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id = (int)_item.ItemID,
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count = _item.ItemCount,
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bind = _item.IsBind,
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});
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}
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reward.recharges.Add(recharge);
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}
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rewards.Add(reward);
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}
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}
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public Reward GetReward(DateTime time)
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{
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if (rewards.Count == 0)
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{
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return null;
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}
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var index = Mathf.Min(rewards.Count - 1, IndexOfTime(time));
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return rewards[index];
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}
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public class Reward
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{
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public List<Recharge> recharges = new List<Recharge>();
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}
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public class Recharge
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{
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public int index;
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public float requireGold;
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public List<Item> items = new List<Item>();
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}
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public struct Item
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{
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public int id;
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public int bind;
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public int count;
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}
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}
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}
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