local GuideGroup_8 = class("GuideGroup_8")
local mapEventConfig = {
	[EventId.ClosePanel] = "OnEvent_ClosePanel",
	OnEvent_PanelOnEnableById = "OnEvent_PanelOnEnableById",
	Guide_RegionBossRefresh = "OnEvent_RegionBossRefresh",
	Guide_LoadCharacterSuccess = "OnEvent_LoadCharacterSuccess"
}
local groupId = 8
local totalStep = 3
local current = 1
function GuideGroup_8:Init(parent, runStep)
	self:BindEvent()
	self.parent = parent
	current = 1
	local funName = "Step_" .. current
	local func = handler(self, self[funName])
	func()
end
function GuideGroup_8:BindEvent()
	if type(mapEventConfig) ~= "table" then
		return
	end
	for nEventId, sCallbackName in pairs(mapEventConfig) do
		local callback = self[sCallbackName]
		if type(callback) == "function" then
			EventManager.Add(nEventId, self, callback)
		end
	end
end
function GuideGroup_8:UnBindEvent()
	if type(mapEventConfig) ~= "table" then
		return
	end
	for nEventId, sCallbackName in pairs(mapEventConfig) do
		local callback = self[sCallbackName]
		if type(callback) == "function" then
			EventManager.Remove(nEventId, self, callback)
		end
	end
end
function GuideGroup_8:SendGuideStep(step)
	self.parent:SendGuideStep(groupId, step)
end
function GuideGroup_8:Clear()
	self.runGuide = false
	self:UnBindEvent()
	self.parent = nil
end
function GuideGroup_8:Step_1()
	self.msg = {
		BindIcon = "RegionBossFormationPanel/----SafeAreaRoot----/---None---/SelectTeam/btnAddBuild",
		Size = {760, 500},
		Deviation = {0, 0},
		Head = "Icon/Head/head_11101",
		Desc = "Guide_8_1",
		DescDeviation = {0, -400},
		HandDeviation = {-450, 0},
		HandRotation = -90,
		Type = GameEnum.guidetype.ForcedClick
	}
	self.parent:ActiveHide(true)
	current = 1
	self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_8:Step_2()
	self.msg = {
		BindIcon = "RegionBossBuildPanel/----SafeAreaRoot----/ExistContent/ListContent/BuildListContent/BuildList/Viewport/Content/0/btn_grid",
		Size = {500, 520},
		Deviation = {-3, 0},
		Head = "Icon/Head/head_11101",
		Desc = "Guide_8_2",
		DescDeviation = {1000, -260},
		HandDeviation = {300, 0},
		HandRotation = 90,
		Type = GameEnum.guidetype.ForcedClick
	}
	self.parent:ActiveHide(true)
	current = 2
	self.openPanelId = PanelId.RogueBossBuildBrief
	self.waitAnimTime = 0.3
end
function GuideGroup_8:Step_3()
	self.msg = {
		BindIcon = "RegionBossFormationPanel/----SafeAreaRoot----/btnStartBattle",
		Deviation = {0, 0},
		Head = "Icon/Head/head_11101",
		Desc = "Guide_8_3",
		DescDeviation = {-550, 160},
		HandDeviation = {0, 120},
		HandRotation = 180,
		Type = GameEnum.guidetype.ForcedClick
	}
	self.parent:ActiveHide(true)
	current = 3
end
function GuideGroup_8:OnEvent_PanelOnEnableById(_panelId)
	if self.openPanelId and self.openPanelId == _panelId and current == 3 then
		if self.waitAnimTime ~= 0 then
			local wait = function()
				coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.2))
				self.parent:PlayTypeMask(self.msg)
			end
			cs_coroutine.start(wait)
		else
			self.parent:PlayTypeMask(self.msg)
		end
	end
end
function GuideGroup_8:OnEvent_RegionBossRefresh()
	if current == 2 then
		local bHasBuild = PlayerData.Build:CheckHasBuild()
		if not bHasBuild then
			self.parent:ClearCurGuide(true)
			return
		end
	end
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.2))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_8:OnEvent_LoadCharacterSuccess()
	if current == 3 then
		self.parent:PlayTypeMask(self.msg)
	end
end
function GuideGroup_8:OnEvent_ClosePanel(nPanelId)
	if type(nPanelId) == "number" and nPanelId == PanelId.RogueBossBuildBrief and current == 1 then
		self.parent:ClearCurGuide(true)
	end
end
function GuideGroup_8:FinishCurrentStep()
	self.msg = nil
	self.openPanelId = nil
	self.waitAinEnd = nil
	self.waitAnimTime = 0
	self.runGuide = false
	if current == 1 then
		local tab = {}
		table.insert(tab, {
			"role_id",
			tostring(PlayerData.Base._nPlayerId)
		})
		table.insert(tab, {
			"newbie_tutorial_id",
			"24"
		})
		NovaAPI.UserEventUpload("newbie_tutorial", tab)
	end
	if current < totalStep then
		self:SendGuideStep(current)
	elseif current == totalStep then
		self:SendGuideStep(-1)
		self.parent:ClearCurGuide(true)
		return
	end
	local funName = "Step_" .. current + 1
	local func = handler(self, self[funName])
	func()
	if self.openPanelId == nil and self.waitAnimTime ~= 0 then
		local wait = function()
			coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.2))
			self.parent:PlayTypeMask(self.msg)
		end
		cs_coroutine.start(wait)
	end
end
return GuideGroup_8
