using System.Collections.Generic; using UnityEngine; using LitJson; using System; public class MainLevelManager : GameSystemManager { public Dictionary m_DailyBootyDict = new Dictionary(); public event Action OnUpdateDayBooty; public override void Init() { DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent += OnBeforePlayerDataInitialize; } public override void Release() { DTC0102_tagCDBPlayer.beforePlayerDataInitializeEvent -= OnBeforePlayerDataInitialize; } private void OnBeforePlayerDataInitialize() { m_DailyBootyDict.Clear(); } public void UpdateDayDropBooty(HB123_tagSCDropBootyInfo netPack) { for (int i = 0; i < netPack.Count; i++) { m_DailyBootyDict[(int)netPack.DropBootyList[i].ItemID] = (int)netPack.DropBootyList[i].TodayDropCnt; } OnUpdateDayBooty?.Invoke(); } public bool CanChallengeBoss() { //最后一波通过,且当前波还是最后一波;倒退只倒退波不会倒退关卡 if (PlayerDatas.Instance.baseData.ExAttr2 != PlayerDatas.Instance.baseData.ExAttr1) { return false; } var value = PlayerDatas.Instance.baseData.ExAttr2; var chapterID = value / 10000; var levelNum = value % 10000 / 100; var waveID = value % 100; var config = MainLevelConfig.GetMainLevelConfig(chapterID, levelNum); if (waveID < MainLevelConfig.GetwaveCount(config)) { return false; } return true; } }