/// <summary>
 /// 打印获得的奖品
 /// </summary>
 /// <param name="awardDatas"></param>
 private void PrintAwardDatas(AwardDatas awardDatas)
 {
     if (awardDatas != null && awardDatas.Datas != null && awardDatas.Datas.Count > 0)
     {
         foreach (var awardData in awardDatas.Datas)
         {
             Debug.LogFormat("<><AwardDataHelper.PrintAwardDatas>{0}", awardData);
         }
     }
 }
        bool DailyGoalPercentProcess(int intake)
        {
            if (IsAchieveGoal())
            {
                uiState.PushNewState(UIStateEnum.eDailyGoal100CompleteNotify, dataManager.missionId);
            }
            else
            {
                dataManager.currIntake += intake;

                uiState.PushNewState(UIStateEnum.eDailyProcessIncrease, dataManager.percentOfDailyGoal);
                for (int i = 0; i < CrownPersent.Length; ++i)
                {
                    if (!dataManager.DidCrownGet(i))
                    {
                        if (dataManager.percentOfDailyGoal >= CrownPersent[i])
                        {
                            ++dataManager.todayCrownGotCount;
                            ++dataManager.CrownCount;
                            dataManager.TrySendPlayerData2Server();
                            int        expDelta   = dataManager.GetDailyGoalExp(this.CrownPersent[i]);                                      //计算获取的经验
                            DailyGoal  dailyGoal  = this.LevelConfig.GetLevelDailyGoal(this.dataManager.playerLevel, this.CrownPersent[i]); //获取当前等级与当日饮水进度对应的配饰数据
                            AwardDatas awardDatas = this.AwardDataHelper.GetAwards(dailyGoal.Coin, dailyGoal.Award);                        //根据获得的奖励的总价值及奖品产出规则,计算获得的金币及道具
                            if (awardDatas != null && awardDatas.Datas != null)
                            {
                                awardDatas.Datas.ForEach(t => this.AwardDataHelper.AddItem(t));//记录获得的金币和道具(食物,材料等)
                            }
                            uiState.PushNewState(UIStateEnum.eDailyGoalCrownComplete, i, expDelta, true, awardDatas);
                            AddCrownItem(i);
                            dataManager.exp += expDelta;
                            uiState.PushNewState(UIStateEnum.eExpIncrease, GetExpPercent());
                            RefreshLevelAfterExpChange();
                            if (i == CrownPersent.Length - 1)
                            {
                                uiState.PushNewState(UIStateEnum.eDailyGoal100CompleteNotify, dataManager.missionId);
                            }
                            else
                            {
                                uiState.PushNewState(UIStateEnum.eDailyProcessIncrease, dataManager.percentOfDailyGoal);
                            }
                            return(true);
                        }
                    }
                }
            }
            return(false);
        }
        /// <summary>
        /// 根据指定的总价格及产出规则,计算获得的金币数及道具数量
        /// </summary>
        /// <param name="totalCost">产出物总价格</param>
        /// <param name="awardID"></param>
        /// <returns>返回计算得出的奖品列表,或返回null</returns>
        public AwardDatas GetAwards(int totalCost, int awardID)
        {
            AwardInfo awardInfo = this.AwardConfig.GetAward(awardID);

            if (awardInfo != null)
            {
                Debug.LogFormat("<><AwardDataHelper.GetAwards>AwardInfo: {0}", awardInfo);
                AwardDatas awardDatas = new AwardDatas();
                try
                {
                    foreach (var awardConfig in awardInfo.Awards)
                    {
                        if (awardConfig is CoinAward)
                        {
                            awardDatas.Datas.Add(new AwardData()
                            {
                                ID        = this.FundDataManager.GetCoinId(),
                                Count     = (int)(totalCost * awardConfig.Percent),
                                Icon      = "coin",
                                AwardType = AwardTypes.COIN
                            });
                        }
                        else if (awardConfig is PropAward)
                        {
                            PropAward        propAward  = awardConfig as PropAward;             //转成道具奖品产出规则
                            int              cost       = (int)(totalCost * propAward.Percent); //计算道具奖品的总价格
                            List <AwardData> sourceData = new List <AwardData>();
                            if (propAward.FoodAward)
                            {//将食物表中的所有数据转成统一格式
                                List <PropertyItem> foods = this.PropertyConfig.GetPropertyList();
                                sourceData.AddRange(this.PropertyItemList2AwardDataList(foods));
                            }

                            if (propAward.MaterialAward)
                            {//将配饰表中所有的材料数据转成统一格式
                            }

                            List <AwardData> propAwards = this.GetPropAwards(cost, sourceData);//根据金币数,从源数据中随机取出1~2个奖品
                            if (propAwards != null && propAwards.Count > 0)
                            {
                                awardDatas.Datas.AddRange(propAwards);
                            }
                        }
                    }

                    if (awardDatas.Datas.Count == 0)
                    {
                        Debug.LogErrorFormat("<><AwardDataHelper.GetAwards>Award config dosen't work, you should get a few coins as least. (totalCost: {0}, awardID: {1})", totalCost, awardID);
                    }

                    this.PrintAwardDatas(awardDatas);
                    return(awardDatas);
                }
                catch (System.Exception ex)
                {
                    Debug.LogErrorFormat("<><AwardDataHelper.GetAwards>Unknown error: {0}", ex.Message);
                    return(null);
                }
            }
            else
            {
                Debug.LogErrorFormat("<><AwardDataHelper.GetAwards>Can't find the award config: {0}", awardID);
                return(null);
            }
        }