local CharacterInfoTrialCtrl = class("CharacterInfoTrialCtrl", BaseCtrl)
local CharacterAttrData = require("GameCore.Data.DataClass.CharacterAttrData")
local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
local typeof = typeof
local PropertyIndexList = {
	Simple = {
		1,
		2,
		3
	},
	Detail = {
		1,
		2,
		3,
		4,
		5,
		6,
		13,
		7,
		8,
		9,
		10,
		11,
		12
	}
}
local talent_skill_bg_fold = 76
local talent_skill_bg_unFold = 351.6
CharacterInfoTrialCtrl._mapNodeConfig = {
	safeAreaRoot = {
		sNodeName = "----SafeAreaRoot----",
		sComponentName = "RectTransform"
	},
	Drag = {},
	txtCharLevel = {sComponentName = "TMP_Text"},
	txtTitleRank = {
		sComponentName = "TMP_Text",
		sLanguageId = "Template_CharRank"
	},
	txtLevelMax = {sComponentName = "TMP_Text"},
	goStarAdvance = {
		sNodeName = "tc_star_advance",
		sCtrlName = "Game.UI.TemplateEx.TemplateStarAdvanceCtrl"
	},
	goProperty = {
		nCount = 3,
		sCtrlName = "Game.UI.TemplateEx.TemplatePropertyCtrl"
	},
	txtTitleProperty = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharacterInfo_Property"
	},
	txtBtnProperty = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharacterInfo_Btn_Property"
	},
	btnProperty = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Property"
	},
	txtCharDesc = {sComponentName = "TMP_Text"},
	txtName = {sComponentName = "TMP_Text"},
	imgRareName = {sComponentName = "Image"},
	imgCharColor = {sComponentName = "Image"},
	imgTag = {nCount = 3},
	txtTag = {nCount = 3, sComponentName = "TMP_Text"},
	txtElement = {sComponentName = "TMP_Text"},
	imgElementIcon = {sComponentName = "Image"},
	btnCloseWordTip = {
		sComponentName = "Button",
		callback = "OnBtnClick_CloseWordTip"
	},
	imgWordTipBg = {},
	TMPWordDesc = {sComponentName = "TMP_Text"},
	TMPWordTipsTitle = {sComponentName = "TMP_Text"}
}
CharacterInfoTrialCtrl._mapEventConfig = {
	[EventId.ShowCharacterSkillTips] = "ShowCharacterSkillTips",
	[EventId.CharBgRefresh] = "OnEvent_RefreshPanel",
	[EventId.CharRelatePanelAdvance] = "OnEvent_PanelAdvance",
	[EventId.CharRelatePanelBack] = "OnEvent_PanelBack"
}
function CharacterInfoTrialCtrl:PlayOpenAnim(nClosePanelId)
	if nClosePanelId == PanelId.CharUpPanel then
		self.ani:Play("CharacterInfoPanel_out", 0, 0)
	else
		self.ani:Play("CharacterInfoPanel_in", 0, 0)
	end
	EventManager.Hit(EventId.TemporaryBlockInput, 0.4)
end
function CharacterInfoTrialCtrl:PlayCloseAnim()
end
function CharacterInfoTrialCtrl:RefreshContent()
	local nCurPanelId = self._panel.nPanelId
	if nCurPanelId ~= PanelId.CharInfoTrial then
		return
	end
	self.mapCharTrialInfo = self._panel.mapCharTrialInfo
	self.characterId = self._panel.nCharId
	self.configData = self._panel.configData
	self.showDetail = false
	self:RefreshShow()
end
function CharacterInfoTrialCtrl:InitBg()
	EventManager.Hit(EventId.CharBgRefresh, PanelId.CharInfoTrial, self.characterId)
end
function CharacterInfoTrialCtrl:RefreshShow()
	self:CalculateCharacterInfo()
	self:RefreshCharacterInfo()
	self:RefreshProperty()
	self:RefreshActor2D()
end
function CharacterInfoTrialCtrl:CalculateCharacterInfo()
	self:CalculateProperty()
end
function CharacterInfoTrialCtrl:CalculateProperty()
	local nMaxLevel = 0
	local forEach = function(mapData)
		if mapData.Grade == self.configData.Grade and tonumber(mapData.LvLimit) > nMaxLevel then
			nMaxLevel = tonumber(mapData.LvLimit)
		end
	end
	ForEachTableLine(DataTable.CharRaritySequence, forEach)
	local charData = {
		nLevel = self.mapCharTrialInfo.nLevel,
		nAdvance = self.mapCharTrialInfo.nAdvance
	}
	if not self.attrData then
		self.attrData = CharacterAttrData.new(self.characterId, {mapChar = charData})
	else
		self.attrData:SetCharacter(self.characterId, {mapChar = charData})
	end
end
function CharacterInfoTrialCtrl:RefreshCharacterInfo()
	local MaxLevel = PlayerData.Char:CalCharMaxLevel(self.mapCharTrialInfo.nId, self.mapCharTrialInfo.nLevel)
	NovaAPI.SetTMPText(self._mapNode.txtCharLevel, self.mapCharTrialInfo.nLevel)
	NovaAPI.SetTMPText(self._mapNode.txtLevelMax, "/" .. MaxLevel)
	self._mapNode.goStarAdvance:SetStar(self.mapCharTrialInfo.nAdvance, 8)
	local mapConfigDesc = ConfigTable.GetData("CharacterDes", self.mapCharTrialInfo.nId)
	local sDesc
	if mapConfigDesc ~= nil then
		sDesc = mapConfigDesc.CharDes
	else
		sDesc = ""
	end
	NovaAPI.SetTMPText(self._mapNode.txtCharDesc, sDesc)
	NovaAPI.SetTMPText(self._mapNode.txtName, self.mapCharTrialInfo.sName)
	self:SetSprite_FrameColor(self._mapNode.imgRareName, self.configData.Grade, AllEnum.FrameType_New.Text)
	NovaAPI.SetImageNativeSize(self._mapNode.imgRareName)
	local mapCharDescCfg = ConfigTable.GetData("CharacterDes", self.characterId)
	local sColor, tbTag
	if mapCharDescCfg ~= nil then
		sColor = mapCharDescCfg.CharColor
		tbTag = mapCharDescCfg.Tag
	else
		sColor = ""
		tbTag = {}
	end
	local _, colorChar = ColorUtility.TryParseHtmlString(sColor)
	NovaAPI.SetImageColor(self._mapNode.imgCharColor, colorChar)
	for i = 1, 3 do
		local nTag = tbTag[i]
		if nTag then
			self._mapNode.imgTag[i]:SetActive(true)
			NovaAPI.SetTMPText(self._mapNode.txtTag[i], ConfigTable.GetData("CharacterTag", nTag).Title)
		else
			self._mapNode.imgTag[i]:SetActive(false)
		end
	end
	local sName = AllEnum.ElementIconType.Icon .. self.configData.EET
	self:SetAtlasSprite(self._mapNode.imgElementIcon, "12_rare", sName)
	NovaAPI.SetTMPColor(self._mapNode.txtElement, AllEnum.ElementColor[self.configData.EET])
	NovaAPI.SetTMPText(self._mapNode.txtElement, ConfigTable.GetUIText("T_Element_Attr_" .. self.configData.EET))
end
function CharacterInfoTrialCtrl:RefreshProperty()
	local attrList = self.attrData:GetAttrList()
	for i = 1, #PropertyIndexList.Simple do
		local index = PropertyIndexList.Simple[i]
		local mapCharAttr = AllEnum.CharAttr[index]
		self._mapNode.goProperty[i]:SetCharProperty(mapCharAttr, attrList[index], true)
	end
end
function CharacterInfoTrialCtrl:RefreshActor2D()
	EventManager.Hit(EventId.CharBgRefresh, PanelId.CharInfoTrial, self.characterId)
end
function CharacterInfoTrialCtrl:PlaySwitchAnim(nClosePanelId, nOpenPanelId, bBack)
	if nClosePanelId == PanelId.CharInfoTrial then
		self._mapNode.safeAreaRoot.gameObject:SetActive(false)
	end
	if nOpenPanelId == PanelId.CharInfoTrial then
		self._mapNode.safeAreaRoot.gameObject:SetActive(true)
		self:PlayOpenAnim(nClosePanelId)
	end
end
function CharacterInfoTrialCtrl:FadeIn()
end
function CharacterInfoTrialCtrl:Awake()
	self.ani = self.gameObject:GetComponent("Animator")
	self.characterId = nil
	self.configData = nil
	self.characterIdList = nil
	self.curCharacterIndex = nil
	self.attrData = nil
	self.attrList = nil
	self.skillLevelList = nil
	self.skillIdList = nil
	self.power = nil
	self.playEnterAnim = true
	self.showDetail = false
end
function CharacterInfoTrialCtrl:OnEnable()
	self:RefreshContent()
	if self._panel.nPanelId == PanelId.CharInfoTrial then
		self:PlayOpenAnim()
	else
		self._mapNode.safeAreaRoot.gameObject:SetActive(false)
	end
end
function CharacterInfoTrialCtrl:OnDisable()
end
function CharacterInfoTrialCtrl:OnDestroy()
end
function CharacterInfoTrialCtrl:OnBtnClick_Property()
	local attrList = self.attrData:GetAttrList()
	local mapCfg = ConfigTable.GetData_Character(self.characterId)
	if not mapCfg then
		return
	end
	EventManager.Hit(EventId.OpenPanel, PanelId.CharAttrDetail, attrList, mapCfg.EET)
end
function CharacterInfoTrialCtrl:OnBtnClick_CloseWordTip()
	self._mapNode.btnCloseWordTip.gameObject:SetActive(false)
	self._mapNode.imgWordTipBg:SetActive(false)
end
function CharacterInfoTrialCtrl:OnEvent_RefreshPanel()
	if self._panel.nPanelId ~= PanelId.CharInfo then
		return
	end
	self:RefreshContent()
end
function CharacterInfoTrialCtrl:OnEvent_PanelAdvance(nClosePanelId, nOpenPanelId)
	self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, false)
	self:RefreshContent()
end
function CharacterInfoTrialCtrl:OnEvent_PanelBack(nClosePanelId, nOpenPanelId)
	self:PlaySwitchAnim(nClosePanelId, nOpenPanelId, true)
	self:RefreshContent()
end
function CharacterInfoTrialCtrl:OnEventTrigger_BeginDrag(eventTrigger, eventData)
	self.nBeginX = eventData.position.x
	self.nBeginTS = CS.UnityEngine.Time.time
end
function CharacterInfoTrialCtrl:OnEvnetTrigger_EndDrag(eventTrigger, eventData)
	if type(self.nBeginTS) == "number" and type(self.nBeginX) == "number" then
		local nDelX = eventData.position.x - self.nBeginX
		local nDelTS = CS.UnityEngine.Time.time - self.nBeginTS
		if nDelTS < 0.3 then
			if nDelX < 0 then
				self:OnBtnClick_Right()
			elseif 0 < nDelX then
				self:OnBtnClick_Left()
			end
		end
	end
end
return CharacterInfoTrialCtrl
