NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/Level/ChapterInfo.cs

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using System.Collections;
using System.Collections.Generic;
using cfg.LevelCfg;
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using Gameplay.Net;
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using UnityEngine;
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public class ChapterInfo : IEnumerable
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{
private DataChapter _config;
private List<LevelInfo> _levelList = new();
public int ID => _config.Id;
public int GroupID => _config.GroupID;
public LevelType LevelType => _config.Type;
public int[] StarList => _config.StarList;
public int[] Rewards => _config.Rewards;
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/// <summary>
/// 当前已经领取的奖励的最大index,从1开始
/// </summary>
public int OwnRewardMaxIndex => Actor.Instance.Level.GetChapterRewardIndex(ID);
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public int StarCount
{
get
{
var count = 0;
foreach (var levelInfo in _levelList)
{
count += levelInfo.StarCount;
}
return count;
}
}
public int StarMax => _levelList.Count * 3;
public bool IsLock
{
get
{
foreach (var levelInfo in _levelList)
{
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if (!levelInfo.IsLock)
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return false;
}
return true;
}
}
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public ChapterInfo(DataChapter config)
{
_config = config;
}
public void AddLevel(LevelInfo levelInfo)
{
if (!_levelList.Contains(levelInfo))
{
_levelList.Add(levelInfo);
}
else
{
DebugUtil.LogError($"cant add level,level id:{levelInfo.ID}");
}
}
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/// <summary>
/// 是否可以获得某个章节奖励index从1开始
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public bool CanGetReward(int index)
{
var indexMax = OwnRewardMaxIndex;
return StarCount >= StarList[index - 1] && indexMax < index;
}
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public IEnumerator GetEnumerator()
{
return _levelList.GetEnumerator();
}
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}