local Camera = CS.UnityEngine.Camera
local Light = CS.UnityEngine.Light
local NovaAPI = NovaAPI
local Animator = CS.UnityEngine.Animator
local ClientManager = CS.ClientManager
local CustomModelMaterialVariantComponent = CS.CustomModelMaterialVariantComponent
local typeof = typeof
local BaseFormationItem = class("BaseFormationItem", BaseCtrl)
function BaseFormationItem:Awake()
	self.mIndex = 0
	self.mData = nil
	self.mActive = true
	self.mRole3DData = {}
	self:buildData()
end
function BaseFormationItem:OnDestroy()
	self.mIndex = 0
	self.mData = nil
	if self.mRole3DData.role ~= nil then
		destroy(self.mRole3DData.role)
		self.mRole3DData.role = nil
	end
	if self.mRole3DData.cameraRT ~= nil then
		self.mRole3DData.camera.targetTexture = nil
		GameUIUtils.ReleaseRenderTexture(self.mRole3DData.cameraRT)
		self.mRole3DData.cameraRT = nil
	end
	if self.mRole3DData.gameObject ~= nil then
		destroy(self.mRole3DData.gameObject)
		self.mRole3DData.gameObject = nil
	end
	self.mRole3DData = {}
end
function BaseFormationItem:buildData()
	local layerName = "Cam_Layer_4"
	local layerIndex = NovaAPI.LayerMaskName2Layer(layerName)
	local layerMask = NovaAPI.LayerMaskGetMask(layerName)
	local windowResolution = ClientManager.Instance.currentWindowResolution
	local texSize = windowResolution.y
	if NovaAPI.IsMobilePlatform() then
		texSize = math.round(texSize * 1.333)
	else
		texSize = math.round(texSize * 2)
	end
	local imgSize = 1150
	local go = self:CreatePrefabInstance("UI/MainlineFormationEx/SelectRolePrefab.prefab", self._mapNode.trParent)
	go.transform.position = Vector3(100, 0, 0)
	go.transform:SetLayerRecursively(layerIndex)
	self.mRole3DData.gameObject = go
	self.mRole3DData.camera = go.transform:Find("Camera"):GetComponent(typeof(Camera))
	self.mRole3DData.camera.cullingMask = layerMask
	self.mRole3DData.camera:SetCameraVolumeLayerMask(layerMask)
	local n = math.floor(texSize * Settings.RENDERTEXTURE_SIZE_FACTOR)
	self.mRole3DData.cameraRT = GameUIUtils.GenerateRenderTextureFor3D(n, n)
	self.mRole3DData.camera.targetTexture = self.mRole3DData.cameraRT
	self.mRole3DData.light = go.transform:Find("Light"):GetComponent(typeof(Light))
	self.mRole3DData.light.cullingMask = layerMask
	self.mRole3DData.node = go.transform:Find("RoleSpawnPosition")
	self.mRole3DData.role = nil
	NovaAPI.SetTexture(self._mapNode.rimg_role, self.mRole3DData.cameraRT)
	self._mapNode.rimg_role:GetComponent(typeof(RectTransform)).sizeDelta = Vector2(imgSize, imgSize)
end
function BaseFormationItem:showModel(modelPrefab)
	if self.mData == nil then
		return
	end
	local skinId = PlayerData.Char:GetCharSkinId(self.mData.CharId)
	self.mRole3DData.gameObject.transform.position = Vector3(100 * self.mIndex, 0, 0)
	self.mRole3DData.role = instantiate(modelPrefab, self.mRole3DData.node)
	self.mRole3DData.role.transform.localPosition = Vector3(0, 0.03, 0)
	self.mRole3DData.role.transform.localScale = Vector3.one * (ConfigTable.GetData_CharacterSkin(skinId).ModelShowScale / 10000)
	self.mRole3DData.role.transform.localRotation = Quaternion.identity
	self.mRole3DData.rolePath = self.mData.Model
	local animator = self.mRole3DData.role:GetComponent(typeof(Animator))
	if animator ~= nil then
		animator:SetBool("standby", true)
	end
	local matVariantComp = self.mRole3DData.role:GetComponent(typeof(CustomModelMaterialVariantComponent))
	if matVariantComp ~= nil then
		matVariantComp:SetVariant(CS.CustomModelMaterialVariantComponent.VariantNames.FormationView)
	end
	local layerName = "Cam_Layer_" .. self.mIndex
	local layerIndex = NovaAPI.LayerMaskName2Layer(layerName)
	local layerMask = NovaAPI.LayerMaskGetMask(layerName)
	self.mRole3DData.gameObject.transform:SetLayerRecursively(layerIndex)
	self.mRole3DData.camera.cullingMask = layerMask
	self.mRole3DData.camera:SetCameraVolumeLayerMask(layerMask)
	self.mRole3DData.light.cullingMask = layerMask
end
return BaseFormationItem
