local GuideGroup_51 = class("GuideGroup_51")
local mapEventConfig = {}
local groupId = 51
local totalStep = 4
local current = 1
function GuideGroup_51:Init(parent, runStep)
	self:BindEvent()
	self.parent = parent
	current = 1
	local funName = "Step_" .. current
	local func = handler(self, self[funName])
	func()
end
function GuideGroup_51: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_51: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_51:SendGuideStep(step)
	self.parent:SendGuideStep(groupId, step)
end
function GuideGroup_51:Clear()
	self.runGuide = false
	self:UnBindEvent()
	self.parent = nil
end
function GuideGroup_51:Step_1()
	self.msg = {
		BindIcon = "CharacterRelationPanel/----SafeAreaRoot----/Favorability/imgFavourHeartBg/imgHeartBg",
		Size = {300, 170},
		Deviation = {0, 40},
		Desc = "Guide_51_1",
		DescDeviation = {680, -120},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 1
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(1))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_51:Step_2()
	self.msg = {
		BindIcon = "CharacterRelationPanel/----SafeAreaRoot----/Favorability/goFavourTask",
		Size = {160, 160},
		Deviation = {0, 0},
		Desc = "Guide_51_2",
		DescDeviation = {680, 0},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 2
	self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_51:Step_3()
	self.msg = {
		BindIcon = "CharacterRelationPanel/----SafeAreaRoot----/Favorability/goFavourReward",
		Size = {160, 160},
		Deviation = {0, 0},
		Desc = "Guide_51_3",
		DescDeviation = {680, 0},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 3
	self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_51:Step_4()
	self.msg = {
		BindIcon = "CharacterRelationPanel/----SafeAreaRoot----/CharRecordInfoRoot/PlotRoot/---PlotList---/sv/Viewport/Content/2",
		Deviation = {460, -98},
		Desc = "Guide_51_4",
		DescDeviation = {-570, -98},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 4
	local tempRoot = GameObject.Find("---- UI ----").transform
	local btn = tempRoot:Find("CharacterRelationPanel/----SafeAreaRoot----/CharRecordInfoRoot/tcGroup/recordTog3"):GetComponent("UIButton")
	btn.onClick:Invoke()
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(0.2))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_51:FinishCurrentStep()
	self.msg = nil
	self.openPanelId = nil
	self.waitAinEnd = nil
	self.runGuide = false
	self.waitAnimTime = 0
	if current == 1 then
		self:SendGuideStep(-1)
	elseif current == totalStep then
		self.parent:ClearCurGuide(true)
		return
	end
	local funName = "Step_" .. current + 1
	local func = handler(self, self[funName])
	func()
end
return GuideGroup_51
