using System.Threading.Tasks; using asap.core; using cfg; using Newtonsoft.Json; using UnityEngine; namespace EventMowForTreasure { public class EventMowForTreasureCollectionData { public EventMowForTreasureCollectionData(Tables tables,int collectionID,int amount) { _tables = tables; CollectionID=collectionID; Amount=amount; } public int Amount; public int Round; public void SetData(EventMowForTreasureCollectionData data) { Amount=data.Amount; Round=data.Round; } [JsonIgnore]public int CollectionID; [JsonIgnore]private Tables _tables; [JsonIgnore] private Tables Tables => _tables??=GContext.container.Resolve(); [JsonIgnore]public EventMowForTreasureCollection CollectionConfig=>Tables.TbEventMowForTreasureCollection.GetOrDefault(CollectionID); [JsonIgnore] public bool IsPlayReward; [JsonIgnore] public bool IsRefresh = false; [JsonIgnore] public bool IsObtainReward = false; [JsonIgnore] public Task PlayRewardFly; [JsonIgnore] public Vector3 Position; public int GerRewardDropID() { if (CollectionConfig == null) return 0; var configCount = CollectionConfig.CollectingRewardList.Count; var round=Round >= configCount?configCount - 1:Round; return CollectionConfig?.CollectingRewardList[round]??0; } } }