local Actor2DManager = require("Game.Actor2D.Actor2DManager")
local CharTalentCtrl = class("CharTalentCtrl", BaseCtrl)
local LayoutRebuilder = CS.UnityEngine.UI.LayoutRebuilder
local WwiseAudioManager = CS.WwiseAudioManager.Instance
local LocalData = require("GameCore.Data.LocalData")
local newDayTime = UTILS.GetDayRefreshTimeOffset()
CharTalentCtrl._mapNodeConfig = {
	root_canvas_group = {
		sComponentName = "CanvasGroup"
	},
	anim = {
		sNodeName = "root_canvas_group",
		sComponentName = "Animator"
	},
	rawImg = {
		sNodeName = "----Actor2D----",
		sComponentName = "RawImage"
	},
	btn_FullScreen_PlayBtnUIShowAnim = {},
	btnUIShow = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_UIShow"
	},
	btnUIHide = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_UIHide"
	},
	tmpUIShow = {
		sComponentName = "TMP_Text",
		sLanguageId = "MainView_ShowUI"
	},
	KeyNode = {
		nCount = 5,
		sCtrlName = "Game.UI.CharacterInfoEx.TalentKeyNodeCtrl"
	},
	btnKey = {
		nCount = 5,
		sComponentName = "UIButton",
		callback = "OnBtnClick_Key"
	},
	btnBack = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Back"
	},
	btnBackBlank = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Back"
	},
	btnHome = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Home"
	},
	animRoot = {sNodeName = "root", sComponentName = "Animator"},
	tmpGroupName = {sComponentName = "TMP_Text"},
	tmpGroupDesc = {sComponentName = "TMP_Text"},
	tmpGroupDesc_Link = {
		sNodeName = "tmpGroupDesc",
		sComponentName = "TMPHyperLink",
		callback = "OnBtnClick_Word"
	},
	animGroupNode = {sComponentName = "Animator"},
	imgGroupNode = {sComponentName = "Image"},
	tbImgNode = {
		sNodeName = "imgNode",
		nCount = 10,
		sComponentName = "Image"
	},
	tbAnimNode = {
		sNodeName = "imgNode",
		nCount = 10,
		sComponentName = "Animator"
	},
	btnPrev = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_PrevGroup"
	},
	btnNext = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_NextGroup"
	},
	animDetailText = {
		sNodeName = "DetailTextAnim",
		sComponentName = "Animator"
	},
	tmpProgress = {sComponentName = "TMP_Text"},
	goNext = {
		sNodeName = "imgNextDescDb"
	},
	tmpNextDesc = {sComponentName = "TMP_Text"},
	tmpNextDesc_Link = {
		sNodeName = "tmpNextDesc",
		sComponentName = "TMPHyperLink",
		callback = "OnBtnClick_Word"
	},
	btnMoreInfo = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_MoreInfo"
	},
	btnRequireItem = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_RequireItem"
	},
	rtBtnRequireItem = {
		sNodeName = "btnRequireItem",
		sComponentName = "RectTransform"
	},
	imgItemRare = {sComponentName = "Image"},
	imgItemIcon = {sComponentName = "Image"},
	tmpNum_Has_Require = {sComponentName = "TMP_Text"},
	tmpAllDone = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharTalent_Actived"
	},
	rtTmpAllDone = {
		sNodeName = "tmpAllDone",
		sComponentName = "RectTransform"
	},
	btnActivate = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Activate"
	},
	imgActivateDb = {sComponentName = "Image"},
	tmpActivate = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharTalent_Btn_Active"
	},
	tmpWindowTitle = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharTalent_MoreInfoWindowTitle"
	},
	tbBtnTab = {
		nCount = 6,
		sNodeName = "btnTab",
		sComponentName = "UIButton",
		callback = "OnBtnClick_Tab"
	},
	tbImgIconDb = {
		nCount = 6,
		sNodeName = "imgIconDb",
		sComponentName = "Image"
	},
	tbTmpTalentGroupName = {
		nCount = 6,
		sNodeName = "tmpTalentGroupName",
		sComponentName = "TMP_Text"
	},
	tbSelect = {
		nCount = 6,
		sNodeName = "select",
		sComponentName = "GameObject"
	},
	canvasGroup_All = {
		sNodeName = "goRight_All",
		sComponentName = "CanvasGroup"
	},
	tmpTitleAll = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharTalentMoreInfo_AllGroupOn"
	},
	grid_all = {},
	trContentAll = {sComponentName = "Transform"},
	canvasGroup_TalentGroup = {
		sNodeName = "goRight_TalentGroup",
		sComponentName = "CanvasGroup"
	},
	tmpTitleGroup = {sComponentName = "TMP_Text"},
	trListOn = {sNodeName = "list_on", sComponentName = "Transform"},
	tmpTitleGroup_On = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharTalentMoreInfo_SingleGroupOn"
	},
	tmpGroupProgress = {sComponentName = "TMP_Text"},
	grid_on = {},
	goSplitLine = {},
	trListOff = {sNodeName = "list_off", sComponentName = "Transform"},
	tmpTitleGroup_Off = {
		sComponentName = "TMP_Text",
		sLanguageId = "CharTalentMoreInfo_SingleGroupOff"
	},
	grid_off = {}
}
CharTalentCtrl._mapEventConfig = {
	[EventId.CharRelatePanelOpen] = "OnEvent_CharRelatePanelOpen",
	[EventId.CharBgRefresh] = "OnEvent_SwitchCurChar"
}
function CharTalentCtrl:Awake()
	self:SetAllVisibale(false)
	self.bUIVisible = true
	self.nCurGroupIndex = 1
	self.nGroupNum = #self._mapNode.KeyNode
end
function CharTalentCtrl:OnDisable()
	Actor2DManager.UnsetActor2D(false, 2, true)
end
function CharTalentCtrl:SetAllVisibale(bVisible)
	NovaAPI.SetCanvasGroupAlpha(self._mapNode.root_canvas_group, bVisible == true and 1 or 0)
	NovaAPI.SetCanvasGroupBlocksRaycasts(self._mapNode.root_canvas_group, bVisible == true)
	NovaAPI.SetCanvasGroupInteractable(self._mapNode.root_canvas_group, bVisible == true)
end
function CharTalentCtrl:BuildUIData()
	self.nCharId = self._panel.nCharId
	self.tbGroup = PlayerData.Talent:GetSortedTalentGroup(self.nCharId)
	local mapCfgData_Character = ConfigTable.GetData("Character", self.nCharId)
	local mapCfgData_CharGrade = ConfigTable.GetData("CharGrade", mapCfgData_Character.Grade)
	self.nItemId = mapCfgData_Character.FragmentsId
	self.nItemNum = mapCfgData_CharGrade.FragmentsQty
	self.tbAttr = {}
	for i, v in ipairs(self.tbGroup) do
		local nGroupId = v.nId
		local nActivated = v.nNormalCount
		local tbTalent = {}
		local mapTalent = CacheTable.GetData("_Talent", nGroupId)
		for kk, vv in pairs(mapTalent) do
			if vv.Type == GameEnum.talentType.OrdinaryNode then
				table.insert(tbTalent, {
					nId = vv.Id,
					nSort = vv.Sort
				})
			end
		end
		table.sort(tbTalent, function(a, b)
			return a.nSort < b.nSort
		end)
		local tbTalentAttr_On, tbTalentAttr_Off = {}, {}
		local mapTalentAttr_On, mapTalentAttr_Off = {}, {}
		for iii, vvv in ipairs(tbTalent) do
			local tbTalentEffectDesc = PlayerData.Talent:GetTalentAttributeDesc(vvv.nId)
			local mapTalentAttr = nActivated >= iii and mapTalentAttr_On or mapTalentAttr_Off
			for _, mapDesc in ipairs(tbTalentEffectDesc) do
				if mapTalentAttr[mapDesc.nEftDescId] == nil then
					mapTalentAttr[mapDesc.nEftDescId] = {
						nEftDescId = mapDesc.nEftDescId,
						nValueNum = mapDesc.nValueNum
					}
				else
					mapTalentAttr[mapDesc.nEftDescId].nValueNum = mapTalentAttr[mapDesc.nEftDescId].nValueNum + mapDesc.nValueNum
				end
			end
		end
		for nEftDescId, mapAttr in pairs(mapTalentAttr_On) do
			table.insert(tbTalentAttr_On, {
				nEftDescId = mapAttr.nEftDescId,
				nValueNum = mapAttr.nValueNum
			})
		end
		for nEftDescId, mapAttr in pairs(mapTalentAttr_Off) do
			table.insert(tbTalentAttr_Off, {
				nEftDescId = mapAttr.nEftDescId,
				nValueNum = mapAttr.nValueNum
			})
		end
		table.sort(tbTalentAttr_On, function(a, b)
			return a.nEftDescId < b.nEftDescId
		end)
		table.sort(tbTalentAttr_Off, function(a, b)
			return a.nEftDescId < b.nEftDescId
		end)
		table.insert(self.tbAttr, {tbTalentAttr_On, tbTalentAttr_Off})
	end
	self:CheckL2DStatus()
end
function CharTalentCtrl:RefreshAll(nUIState)
	self:SetL2D()
	self:SetBtnUIShowHide()
	self:SetOverview()
	self:SetDetail(nUIState)
	self:SetMoreInfo()
end
function CharTalentCtrl:CheckGroupState(bLock, nNormalCount, nNodeLimit)
	local nState = 1
	if bLock == true then
		nState = 1
	else
		nState = nNodeLimit <= nNormalCount and 3 or 2
	end
	return nState
end
function CharTalentCtrl:GetCurTalentId(nGroupId, nNormalCount)
	local tbTalent = {}
	local mapTalent = CacheTable.GetData("_Talent", nGroupId)
	for k, v in pairs(mapTalent) do
		if v.Type == GameEnum.talentType.OrdinaryNode then
			table.insert(tbTalent, {
				nId = v.Id,
				nSort = v.Sort
			})
		end
	end
	table.sort(tbTalent, function(a, b)
		return a.nSort < b.nSort
	end)
	local mapTempTalentData = tbTalent[nNormalCount + 1]
	if mapTempTalentData ~= nil then
		return mapTempTalentData.nId
	else
		return nil
	end
end
function CharTalentCtrl:CheckL2DStatus()
	self.nL2DStatus = 0
	for i, v in ipairs(self.tbGroup) do
		local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", v.nId)
		if v.nNormalCount == mapCfgData_TalentGroup.NodeLimit then
			self.nL2DStatus = self.nL2DStatus + 1
		end
	end
end
function CharTalentCtrl:OnEvent_CharRelatePanelOpen(nNextPanel, nCharId)
	local bIsThis = nNextPanel == PanelId.CharTalent
	self:SetAllVisibale(bIsThis == true)
	if bIsThis == true then
		self._mapNode.anim:Play(bIsThis == true and "CharTalent_Root_in" or "CharTalent_Root_out")
		self:BuildUIData()
		self:RefreshAll()
	end
end
function CharTalentCtrl:SetL2D()
	Actor2DManager.SetActor2D(self:GetPanelId(), self._mapNode.rawImg, self.nCharId, nil, {
		"TalentL2D",
		self.nL2DStatus
	}, 2)
end
function CharTalentCtrl:OnEvent_SwitchCurChar(nPanelId, nCharId)
	if nPanelId == PanelId.CharTalent then
		self:BuildUIData()
		self:RefreshAll()
	end
end
function CharTalentCtrl:SetBtnUIShowHide()
	self._mapNode.btn_FullScreen_PlayBtnUIShowAnim:SetActive(self.bUIVisible == false)
	self._mapNode.btnUIShow.gameObject:SetActive(self.bUIVisible == false)
	self._mapNode.btnUIHide.gameObject:SetActive(self.bUIVisible == true)
end
function CharTalentCtrl:OnBtnClick_UIShow(btn)
	if self.bUIVisible == false then
		self.bUIVisible = true
		self:SetBtnUIShowHide()
		EventManager.Hit("ChangeCharTopBar", true, false)
		EventManager.Hit("ChangeCharFgTab", true)
		self._mapNode.anim:Play("CharTalent_Root_show")
		EventManager.Hit(EventId.TemporaryBlockInput, 1)
	end
end
function CharTalentCtrl:OnBtnClick_UIHide(btn)
	if self.bUIVisible == true then
		self.bUIVisible = false
		self:SetBtnUIShowHide()
		EventManager.Hit("ChangeCharTopBar", false, false)
		EventManager.Hit("ChangeCharFgTab", false)
		self._mapNode.anim:Play("CharTalent_Root_hide")
		EventManager.Hit(EventId.TemporaryBlockInput, 1)
	end
end
function CharTalentCtrl:SetOverview()
	for i = 1, self.nGroupNum do
		local mapGroupData = self.tbGroup[i]
		local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", mapGroupData.nId)
		local objCtrlKeyNode = self._mapNode.KeyNode[i]
		if mapGroupData ~= nil and mapCfgData_TalentGroup ~= nil and objCtrlKeyNode ~= nil then
			local nState = self:CheckGroupState(mapGroupData.bLock, mapGroupData.nNormalCount, mapCfgData_TalentGroup.NodeLimit)
			objCtrlKeyNode:Refresh(mapGroupData.nId, i, nState)
		end
	end
end
function CharTalentCtrl:OnBtnClick_Key(btn, nIndex)
	self.nCurGroupIndex = nIndex
	self:SetDetail()
	EventManager.Hit("ChangeCharFgTab", false)
	EventManager.Hit("ChangeCharTopBar", false, false)
	self._mapNode.anim:Play("CharTalent_Root_o2d")
end
function CharTalentCtrl:SetDetail(nUIState)
	local mapGroupData = self.tbGroup[self.nCurGroupIndex]
	self.nCurGroupId = mapGroupData.nId
	local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", self.nCurGroupId)
	local nHasNum = PlayerData.Item:GetItemCountByID(self.nItemId)
	self.bEnoughNum = nHasNum >= self.nItemNum
	local _n = math.floor(nHasNum / self.nItemNum)
	if _n > mapCfgData_TalentGroup.NodeLimit - mapGroupData.nNormalCount then
		_n = mapCfgData_TalentGroup.NodeLimit - mapGroupData.nNormalCount
	end
	local nCanActivateNum = self.bEnoughNum == true and _n or 1
	local nAsPossibleAsCan = self.bEnoughNum == true and _n * self.nItemNum or self.nItemNum
	self.nConsumeNum = nAsPossibleAsCan
	if mapGroupData.bLock == true then
		nAsPossibleAsCan = self.nItemNum * mapCfgData_TalentGroup.NodeLimit
	end
	NovaAPI.SetTMPText(self._mapNode.tmpGroupName, string.format("%02d %s", self.nCurGroupIndex, mapCfgData_TalentGroup.Title))
	local nState = self:CheckGroupState(mapGroupData.bLock, mapGroupData.nNormalCount, mapCfgData_TalentGroup.NodeLimit)
	self:SetAtlasSprite(self._mapNode.imgGroupNode, "11_ico", "zs_talent_star_l_" .. tostring(nState))
	if nUIState ~= 1 then
		self._mapNode.animGroupNode:Play("empty")
		self._mapNode.imgGroupNode.transform:GetChild(0).localScale = Vector3.zero
	end
	for i = 1, mapCfgData_TalentGroup.NodeLimit do
		if self._mapNode.tbImgNode[i] ~= nil then
			local _name = "zs_talent_progress_1"
			if mapGroupData.bLock ~= true then
				if i <= mapGroupData.nNormalCount then
					_name = "zs_talent_progress_3"
				elseif nCanActivateNum >= i - mapGroupData.nNormalCount then
					_name = "zs_talent_progress_2"
				end
			end
			self:SetAtlasSprite(self._mapNode.tbImgNode[i], "11_ico", _name)
			if nUIState ~= 1 then
				self._mapNode.tbAnimNode[i]:Play("empty")
				self._mapNode.tbImgNode[i].transform:GetChild(0).localScale = Vector3.zero
			end
		end
	end
	local mapCfgData_Talent = ConfigTable.GetData("Talent", mapGroupData.nKeyTalent)
	NovaAPI.SetTMPText(self._mapNode.tmpGroupDesc, UTILS.ParseDesc(mapCfgData_Talent))
	local s = string.format(" %s/%s", tostring(mapGroupData.nNormalCount), tostring(mapCfgData_TalentGroup.NodeLimit))
	NovaAPI.SetTMPText(self._mapNode.tmpProgress, ConfigTable.GetUIText("CharTalent_ConditionDesc") .. s)
	self._mapNode.goNext:SetActive(nState == 2)
	self._mapNode.btnRequireItem.gameObject:SetActive(nState ~= 3)
	self._mapNode.btnActivate.gameObject:SetActive(nState == 2)
	if nState ~= 3 then
		self.nCurTalentId = self:GetCurTalentId(self.nCurGroupId, mapGroupData.nNormalCount)
		if self.nCurTalentId ~= nil then
			mapCfgData_Talent = ConfigTable.GetData("Talent", self.nCurTalentId)
			NovaAPI.SetTMPText(self._mapNode.tmpNextDesc, ConfigTable.GetUIText("CharTalent_NextNode") .. UTILS.ParseDesc(mapCfgData_Talent))
		end
	end
	local mapCfgData_Item = ConfigTable.GetData("Item", self.nItemId)
	self:SetSprite_FrameColor(self._mapNode.imgItemRare, mapCfgData_Item.Rarity, AllEnum.FrameType_New.Item, false)
	self:SetPngSprite(self._mapNode.imgItemIcon, mapCfgData_Item.Icon)
	if mapGroupData.bLock == true then
		NovaAPI.SetTMPText(self._mapNode.tmpNum_Has_Require, tostring(self.nItemNum * mapCfgData_TalentGroup.NodeLimit))
	else
		local sItemNumFormat = self.bEnoughNum == true and "%s/%s" or "<color=#BD3059>%s</color>/%s"
		NovaAPI.SetTMPText(self._mapNode.tmpNum_Has_Require, string.format(sItemNumFormat, tostring(nHasNum), tostring(self.nItemNum)))
	end
	local sBtnDb = mapGroupData.bLock ~= true and self.bEnoughNum == true and "btn_common_db_m_1" or "btn_common_db_m_2"
	self:SetAtlasSprite(self._mapNode.imgActivateDb, "06_btn", sBtnDb)
	local _, color = ColorUtility.TryParseHtmlString(mapGroupData.bLock ~= true and self.bEnoughNum == true and "#FFFFFF" or "#94AAC0")
	NovaAPI.SetTMPColor(self._mapNode.tmpActivate, color)
	NovaAPI.SetTMPText(self._mapNode.tmpAllDone, ConfigTable.GetUIText(nState == 1 and "CharTalent_PreNodeLocked" or "CharTalent_Actived"))
	self._mapNode.rtTmpAllDone.anchoredPosition = nState == 1 and Vector2(12, -282) or Vector2(0, -438)
	self._mapNode.rtBtnRequireItem.anchoredPosition = nState == 1 and Vector2(0, -406) or Vector2(0, -293)
	self._mapNode.tmpAllDone.transform.localScale = nState ~= 2 and Vector3.one or Vector3.zero
	if nUIState == 1 then
		self._mapNode.animDetailText:Play("CharTalent_Text_in")
	end
	if nUIState == 2 then
		self._mapNode.animRoot:Play("CharTalent_Switch_in")
	end
end
function CharTalentCtrl:PlaySwitchGroupPrevNxtAnim()
	local sequence = DOTween.Sequence()
	sequence:AppendInterval(0.1)
	sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.animRoot, 4))
	sequence:AppendInterval(0.1)
	sequence:AppendCallback(dotween_callback_handler(self, self.SetDetail, 2))
	EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
end
function CharTalentCtrl:OnBtnClick_Back(btn)
	EventManager.Hit("ChangeCharFgTab", true)
	EventManager.Hit("ChangeCharTopBar", true, false)
	self._mapNode.anim:Play("CharTalent_Root_d2o")
end
function CharTalentCtrl:OnBtnClick_Home(btn)
	PanelManager.Home()
end
function CharTalentCtrl:OnBtnClick_PrevGroup(btn)
	self.nCurGroupIndex = self.nCurGroupIndex - 1
	if self.nCurGroupIndex < 1 then
		self.nCurGroupIndex = self.nGroupNum
	end
	self:PlaySwitchGroupPrevNxtAnim()
end
function CharTalentCtrl:OnBtnClick_NextGroup(btn)
	self.nCurGroupIndex = self.nCurGroupIndex + 1
	if self.nCurGroupIndex > self.nGroupNum then
		self.nCurGroupIndex = 1
	end
	self:PlaySwitchGroupPrevNxtAnim()
end
function CharTalentCtrl:SetMoreInfo()
	for i = 1, 6 do
		if i == 1 then
			NovaAPI.SetTMPText(self._mapNode.tbTmpTalentGroupName[i], ConfigTable.GetUIText("Filter_All"))
		else
			local mapGroupData = self.tbGroup[i - 1]
			local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", mapGroupData.nId)
			self:SetAtlasSprite(self._mapNode.tbImgIconDb[i], "11_ico", mapGroupData.bLock == true and "zs_talent info_title_dis" or "zs_talent info_title")
			NovaAPI.SetTMPText(self._mapNode.tbTmpTalentGroupName[i], mapCfgData_TalentGroup.Title)
		end
	end
	self:OnBtnClick_Tab(nil, 1)
end
function CharTalentCtrl:_DelChildFromTheLast(tr, nEndIdx)
	local nChildCount = tr.childCount - 1
	for i = nChildCount, nEndIdx, -1 do
		destroy(tr:GetChild(i).gameObject)
	end
end
function CharTalentCtrl:_SetGridAttr(goTemplate, trParent, mapAttr)
	local go = instantiate(goTemplate, trParent)
	local tr = go.transform
	tr:SetAsLastSibling()
	local mapCfgData_EffectDesc = ConfigTable.GetData("EffectDesc", mapAttr.nEftDescId)
	local sValue = FormatEffectValue(mapAttr.nValueNum, mapCfgData_EffectDesc.isPercent, mapCfgData_EffectDesc.Format)
	if mapAttr.nValueNum > 0 then
		sValue = "+" .. sValue
	end
	self:SetPngSprite(tr:Find("imgIcon"):GetComponent("Image"), mapCfgData_EffectDesc.Icon)
	NovaAPI.SetTMPText(tr:Find("tmpName"):GetComponent("TMP_Text"), mapCfgData_EffectDesc.Desc)
	NovaAPI.SetTMPText(tr:Find("tmpValue"):GetComponent("TMP_Text"), sValue)
	go:SetActive(true)
end
function CharTalentCtrl:OnBtnClick_MoreInfo(btn)
	self:OnBtnClick_Tab(nil, 1)
end
function CharTalentCtrl:OnBtnClick_Tab(btn, nIndex)
	for i = 1, 6 do
		self._mapNode.tbSelect[i]:SetActive(i == nIndex)
	end
	if self.tw ~= nil then
		self.tw:Kill()
		self.tw = nil
	end
	NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup_All, 0)
	NovaAPI.SetCanvasGroupAlpha(self._mapNode.canvasGroup_TalentGroup, 0)
	self.tw = NovaAPI.SetCanvasGroupDoFade(nIndex == 1 and self._mapNode.canvasGroup_All or self._mapNode.canvasGroup_TalentGroup, 1, 0.5, true)
	local tbAttrOn, tbAttrOff, mapAttrOn, mapAttrOff = {}, {}, {}, {}
	if nIndex == 1 then
		for nGroupIndex, tbOnOff in ipairs(self.tbAttr) do
			local tbTalentAttr_On = tbOnOff[1]
			for nEftIndex, mapEftData in ipairs(tbTalentAttr_On) do
				if mapAttrOn[mapEftData.nEftDescId] == nil then
					mapAttrOn[mapEftData.nEftDescId] = {
						nEftDescId = mapEftData.nEftDescId,
						nValueNum = mapEftData.nValueNum
					}
				else
					mapAttrOn[mapEftData.nEftDescId].nValueNum = mapAttrOn[mapEftData.nEftDescId].nValueNum + mapEftData.nValueNum
				end
			end
			local tbTalentAttr_Off = tbOnOff[2]
			for nEftIndex, mapEftData in ipairs(tbTalentAttr_Off) do
				if mapAttrOn[mapEftData.nEftDescId] == nil then
					mapAttrOff[mapEftData.nEftDescId] = {
						nEftDescId = mapEftData.nEftDescId,
						nValueNum = 0
					}
				end
			end
		end
		for nEftDescId, mapEftData in pairs(mapAttrOn) do
			table.insert(tbAttrOn, mapEftData)
		end
		table.sort(tbAttrOn, function(a, b)
			return a.nEftDescId < b.nEftDescId
		end)
		for nEftDescId, mapEftData in pairs(mapAttrOff) do
			table.insert(tbAttrOff, mapEftData)
		end
		table.sort(tbAttrOff, function(a, b)
			return a.nEftDescId < b.nEftDescId
		end)
		for _nOffIdx, _mapOffData in ipairs(tbAttrOff) do
			table.insert(tbAttrOn, _mapOffData)
		end
		self:_DelChildFromTheLast(self._mapNode.trContentAll, 0)
		for _, mapAttr in ipairs(tbAttrOn) do
			self:_SetGridAttr(self._mapNode.grid_all, self._mapNode.trContentAll, mapAttr)
		end
		LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.trContentAll)
	else
		local mapGroupData = self.tbGroup[nIndex - 1]
		local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", mapGroupData.nId)
		NovaAPI.SetTMPText(self._mapNode.tmpTitleGroup, mapCfgData_TalentGroup.Title)
		local s = string.format(" %s/%s", tostring(mapGroupData.nNormalCount), tostring(mapCfgData_TalentGroup.NodeLimit))
		NovaAPI.SetTMPText(self._mapNode.tmpGroupProgress, ConfigTable.GetUIText("CharTalent_ConditionDesc") .. s)
		tbAttrOn = self.tbAttr[nIndex - 1][1]
		tbAttrOff = self.tbAttr[nIndex - 1][2]
		self:_DelChildFromTheLast(self._mapNode.trListOn, 2)
		self:_DelChildFromTheLast(self._mapNode.trListOff, 2)
		for _, mapAttr in ipairs(tbAttrOn) do
			self:_SetGridAttr(self._mapNode.grid_on, self._mapNode.trListOn, mapAttr)
		end
		for _, mapAttr in ipairs(tbAttrOff) do
			self:_SetGridAttr(self._mapNode.grid_off, self._mapNode.trListOff, mapAttr)
		end
		LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.trListOn)
		LayoutRebuilder.ForceRebuildLayoutImmediate(self._mapNode.trListOff)
		self._mapNode.trListOn.gameObject:SetActive(0 < #tbAttrOn)
		self._mapNode.goSplitLine:SetActive(0 < #tbAttrOn and 0 < #tbAttrOff)
		self._mapNode.trListOff.gameObject:SetActive(0 < #tbAttrOff)
	end
end
function CharTalentCtrl:OnBtnClick_Word(link, sWordId)
	UTILS.ClickWordLink(link, sWordId)
end
function CharTalentCtrl:OnBtnClick_RequireItem(btn)
	UTILS.ClickItemGridWithTips(self.nItemId, self._mapNode.btnRequireItem.transform, true)
end
function CharTalentCtrl:OnBtnClick_Activate(btn)
	local mapGroupData = self.tbGroup[self.nCurGroupIndex]
	if mapGroupData == nil then
		printLog("Talent group data error.")
		return
	end
	if mapGroupData.bLock == true then
		printLog("This talent group need unlock.")
		return
	end
	local mapCfgData_Item = ConfigTable.GetData("Item", self.nItemId)
	if self.bEnoughNum ~= true then
		WwiseAudioManager:PostEvent("ui_common_button_error")
		EventManager.Hit(EventId.OpenMessageBox, orderedFormat(ConfigTable.GetUIText("CharTalent_NotEnoughItem"), mapCfgData_Item.Title))
		printLog("Not enough item number.")
		return
	end
	local mapCfgData_TalentGroup = ConfigTable.GetData("TalentGroup", self.nCurGroupId)
	WwiseAudioManager:PostEvent("ui_charInfo_talent_click")
	local nPlayFxFrom = mapGroupData.nNormalCount + 1
	local confirmCallback = function()
		local callback = function()
			self:BuildUIData()
			self._mapNode.btnActivate.gameObject:SetActive(false)
			local nPlayFxTo = self.tbGroup[self.nCurGroupIndex].nNormalCount
			local nDuration = 0
			local nInterval = 0.1
			local sequence = DOTween.Sequence()
			sequence:AppendInterval(nInterval)
			WwiseAudioManager:PostEvent(nPlayFxTo >= mapCfgData_TalentGroup.NodeLimit and "ui_charInfo_talent_active_large_part1" or "ui_charInfo_talent_active_small")
			for i = nPlayFxFrom, nPlayFxTo do
				sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.tbAnimNode[i], 1))
				sequence:AppendInterval(nInterval)
				nDuration = nDuration + nInterval
			end
			sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.animDetailText, 3))
			if nPlayFxTo >= mapCfgData_TalentGroup.NodeLimit then
				sequence:AppendCallback(dotween_callback_handler(self, self._PlayFX, self._mapNode.animGroupNode, 2))
			end
			sequence:AppendInterval(0.7)
			nDuration = nDuration + 0.7
			sequence:AppendCallback(dotween_callback_handler(self, self.RefreshAll, 1))
			EventManager.Hit(EventId.TemporaryBlockInput, nDuration)
		end
		PlayerData.Talent:SendTalentGroupUnlockSetReq(self.nCharId, mapGroupData.nId, callback)
	end
	if self.nConsumeNum == self.nItemNum then
		confirmCallback()
		return
	end
	local TipsTime = LocalData.GetPlayerLocalData("CharTalentActivate")
	local _tipDay = 0
	if TipsTime ~= nil then
		_tipDay = tonumber(TipsTime)
	end
	local curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone
	local fixedTimeStamp = curTimeStamp + newDayTime * 3600
	local nYear = tonumber(os.date("!%Y", fixedTimeStamp))
	local nMonth = tonumber(os.date("!%m", fixedTimeStamp))
	local nDay = tonumber(os.date("!%d", fixedTimeStamp))
	local nowD = nYear * 366 + nMonth * 31 + nDay
	if nowD == _tipDay then
		confirmCallback()
	else
		local isSelectAgain = false
		local _tempCallback = function()
			if isSelectAgain then
				local _curTimeStamp = CS.ClientManager.Instance.serverTimeStampWithTimeZone
				local _fixedTimeStamp = _curTimeStamp + newDayTime * 3600
				local _nYear = tonumber(os.date("!%Y", _fixedTimeStamp))
				local _nMonth = tonumber(os.date("!%m", _fixedTimeStamp))
				local _nDay = tonumber(os.date("!%d", _fixedTimeStamp))
				local _nowD = _nYear * 366 + _nMonth * 31 + _nDay
				LocalData.SetPlayerLocalData("CharTalentActivate", tostring(_nowD))
			end
			confirmCallback()
		end
		local againCallback = function(isSelect)
			isSelectAgain = isSelect
		end
		local msg = {
			nType = AllEnum.MessageBox.Confirm,
			sContent = orderedFormat(ConfigTable.GetUIText("CharTalent_ActivateConfirm"), tostring(self.nConsumeNum), mapCfgData_Item.Title, mapCfgData_TalentGroup.Title),
			callbackConfirm = _tempCallback,
			sAgain = ConfigTable.GetUIText("MessageBox_TodayWarning"),
			callbackAgain = againCallback
		}
		EventManager.Hit(EventId.OpenMessageBox, msg)
	end
end
function CharTalentCtrl:_PlayFX(anim, n)
	local tbAnimName = {
		"TalentNode_Unlock",
		"TalentGroupNode_Unlock",
		"CharTalent_Text_out",
		"CharTalent_Switch_out"
	}
	anim:Play(tbAnimName[n])
	if n == 2 then
		WwiseAudioManager:PostEvent("ui_charInfo_talent_active_large_part2")
	end
end
return CharTalentCtrl
