local GuideGroup_49 = class("GuideGroup_49")
local mapEventConfig = {}
local groupId = 49
local totalStep = 5
local current = 1
local selectIndex = 1
function GuideGroup_49:Init(parent, runStep)
	self:BindEvent()
	self.parent = parent
	current = 1
	local funName = "Step_" .. current
	local func = handler(self, self[funName])
	func()
end
function GuideGroup_49: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_49: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_49:SendGuideStep(step)
	self.parent:SendGuideStep(groupId, step)
end
function GuideGroup_49:Clear()
	self.runGuide = false
	self:UnBindEvent()
	self.parent = nil
end
function GuideGroup_49:Step_1()
	self.msg = {
		BindIcon = "CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goSkillBtn/goSkill1/AnimRoot/Select",
		Deviation = {0, 0},
		Desc = "Guide_49_1",
		DescDeviation = {800, -180},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 1
	self.waitAnimTime = 0.3
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_49:Step_2()
	local tempRoot = GameObject.Find("---- UI ----").transform
	local tmpBtn = tempRoot:Find("CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goSkillBtn/goSkill2"):GetComponent("UIButton")
	tmpBtn.onClick:Invoke()
	self.msg = {
		BindIcon = "CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goSkillBtn/goSkill2/AnimRoot/Select",
		Deviation = {0, 0},
		Desc = "Guide_49_2",
		DescDeviation = {940, 0},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 2
	self.waitAnimTime = 0.2
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_49:Step_3()
	local tempRoot = GameObject.Find("---- UI ----").transform
	local tmpBtn = tempRoot:Find("CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goSkillBtn/goSkill3"):GetComponent("UIButton")
	tmpBtn.onClick:Invoke()
	self.msg = {
		BindIcon = "CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goSkillBtn/goSkill3/AnimRoot/Select",
		Deviation = {0, 0},
		Desc = "Guide_49_3",
		DescDeviation = {940, 0},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 3
	self.waitAnimTime = 0.2
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_49:Step_4()
	local tempRoot = GameObject.Find("---- UI ----").transform
	local tmpBtn = tempRoot:Find("CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goSkillBtn/goSkill4"):GetComponent("UIButton")
	tmpBtn.onClick:Invoke()
	self.msg = {
		BindIcon = "CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goSkillBtn/goSkill4/AnimRoot/Select",
		Deviation = {0, 0},
		Desc = "Guide_49_4",
		DescDeviation = {940, 190},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 4
	self.waitAnimTime = 0.2
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_49:Step_5()
	self.msg = {
		BindIcon = "CharSkillPanel/----ContentRoot----/----SafeAreaRoot----/--Upgrade--/goRoot/goMaterial/goMat1/btnMat1",
		Deviation = {0, 0},
		Desc = "Guide_49_5",
		DescDeviation = {-680, 0},
		HandDeviation = {0, -100},
		Type = GameEnum.guidetype.ForcedClick
	}
	self.parent:ActiveHide(true)
	current = 5
	self.parent:PlayTypeMask(self.msg)
end
function GuideGroup_49: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_49
