local VampireSurvivorPauseCtrl = class("VampireSurvivorPauseCtrl", BaseCtrl)
local GameCameraStackManager = CS.GameCameraStackManager.Instance
local AdventureModuleHelper = CS.AdventureModuleHelper
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
VampireSurvivorPauseCtrl._mapNodeConfig = {
	goBlur = {
		sNodeName = "t_fullscreen_blur_01"
	},
	aniBlur = {
		sNodeName = "t_fullscreen_blur_01",
		sComponentName = "Animator"
	},
	safeAreaRoot = {
		sNodeName = "----SafeAreaRoot----"
	},
	imgBlocker = {},
	btnBgClose = {
		sComponentName = "Button",
		callback = "OnBtnClick_Close"
	},
	aniWindow = {
		sNodeName = "PauseWindow",
		sComponentName = "Animator"
	},
	txtWindowTitle = {
		sComponentName = "TMP_Text",
		sLanguageId = "MainBattle_Pause"
	},
	btnClose = {
		sComponentName = "UIButton",
		callback = "OnBtnClick_Close"
	},
	btnGiveUp = {
		sComponentName = "NaviButton",
		callback = "OnBtnClick_GiveUp",
		sAction = "Giveup"
	},
	btnBack = {
		sComponentName = "NaviButton",
		callback = "OnBtnClick_Close",
		sAction = "Back"
	},
	btnSettings = {
		sComponentName = "NaviButton",
		callback = "OnBtnClick_Settings"
	},
	btnPopSkill = {
		sComponentName = "NaviButton",
		callback = "OnBtnClick_Skill"
	},
	ActionBar = {
		sCtrlName = "Game.UI.ActionBar.ActionBarCtrl"
	},
	txtGiveUp = {
		nCount = 2,
		sComponentName = "TMP_Text",
		sLanguageId = "Pause_Btn_EndBattle"
	},
	txtBack = {
		nCount = 2,
		sComponentName = "TMP_Text",
		sLanguageId = "Pause_Btn_ContinueBattle"
	},
	txtBtnSkill = {
		sComponentName = "TMP_Text",
		sLanguageId = "StarTowerMap_Btn_Skill"
	},
	txtBtnSettings = {
		sComponentName = "TMP_Text",
		sLanguageId = "StarTowerMap_Btn_Settings"
	},
	btnChar = {
		nCount = 3,
		sComponentName = "UIButton",
		callback = "OnBtnClick_Char"
	},
	goChar = {
		nCount = 3,
		sNodeName = "btnChar",
		sCtrlName = "Game.UI.TemplateEx.TemplateCharCtrl"
	},
	txtSubTitle1 = {
		sComponentName = "TMP_Text",
		sLanguageId = "MainBattle_Time"
	},
	txtSubTitle2 = {
		sComponentName = "TMP_Text",
		sLanguageId = "VampirePause_ScoreTitle"
	},
	txtTime = {sComponentName = "TMP_Text"},
	txtLeader = {
		sComponentName = "TMP_Text",
		sLanguageId = "Build_Leader"
	},
	txtScore = {sComponentName = "TMP_Text", nCount = 2},
	rtQuest = {},
	TMPQuest = {sComponentName = "TMP_Text", nCount = 3},
	btnQuestStar = {sComponentName = "Button", nCount = 3},
	imgBgScore = {nCount = 2},
	txtSub = {
		nCount = 2,
		sComponentName = "TMP_Text",
		sLanguageId = "Build_Sub"
	},
	t_common_02_ = {nCount = 2},
	imgBgTime = {},
	handObj = {},
	texHandTimeTitle = {
		sComponentName = "TMP_Text",
		sLanguageId = "MainBattle_Time"
	},
	texHandTime = {sComponentName = "TMP_Text"}
}
VampireSurvivorPauseCtrl._mapEventConfig = {
	OpenVampirePause = "Pause",
	GamepadUIReopen = "OnEvent_Reopen"
}
function VampireSurvivorPauseCtrl:Refresh(nTime, nScore)
	local nMin = math.floor(nTime / 60)
	local nSec = math.fmod(nTime, 60)
	NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", nMin, nSec))
	NovaAPI.SetTMPText(self._mapNode.txtScore[1], nScore)
	NovaAPI.SetTMPText(self._mapNode.txtScore[2], nScore)
	for i = 1, 3 do
		self._mapNode.goChar[i]:SetChar(self.tbChar[i])
	end
end
function VampireSurvivorPauseCtrl:PlayInAni()
	self._mapNode.goBlur:SetActive(true)
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
		self._mapNode.safeAreaRoot:SetActive(true)
		self._mapNode.aniWindow:Play("t_window_04_t_in")
		EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
	end
	cs_coroutine.start(wait)
end
function VampireSurvivorPauseCtrl:PlayCloseAni(bGiveUp)
	self._mapNode.aniWindow:Play("t_window_04_t_out")
	self._mapNode.aniBlur:SetTrigger("tOut")
	EventManager.Hit(EventId.TemporaryBlockInput, 0.3)
	self:AddTimer(1, 0.3, "OnPanelClose", true, true, true, bGiveUp)
end
function VampireSurvivorPauseCtrl:OnPanelClose(_, bGiveUp)
	PanelManager.InputEnable()
	GamepadUIManager.DisableGamepadUI("VampireSurvivorPauseCtrl")
	EventManager.Hit(EventId.BattleDashboardVisible, true)
	self._mapNode.safeAreaRoot:SetActive(false)
	self._mapNode.goBlur:SetActive(false)
	self._mapNode.imgBlocker:SetActive(false)
	if bGiveUp then
		EventManager.Hit("AbandonVampireSurvivor")
	end
end
function VampireSurvivorPauseCtrl:Awake()
	self._mapNode.safeAreaRoot:SetActive(false)
	self.tbGamepadUINode = self:GetGamepadUINode()
	NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", 0, 0))
	local tbConfig = {
		{
			sAction = "Skill",
			sLang = "StarTowerMap_Btn_Skill"
		},
		{
			sAction = "Settings",
			sLang = "StarTowerMap_Btn_Settings"
		}
	}
	self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function VampireSurvivorPauseCtrl:OnEnable()
end
function VampireSurvivorPauseCtrl:OnDisable()
end
function VampireSurvivorPauseCtrl:OnDestroy()
end
function VampireSurvivorPauseCtrl:Pause(nLevelId, tbCharId, nTime, nScore)
	self.tbChar = tbCharId
	self.nLevelId = nLevelId
	EventManager.Hit(EventId.BattleDashboardVisible, false)
	PanelManager.InputDisable()
	self:PlayInAni()
	self:Refresh(nTime, nScore)
	local mapLevelCfgData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
	if mapLevelCfgData == nil or mapLevelCfgData.Type == GameEnum.vampireSurvivorType.Turn then
		self._mapNode.rtQuest:SetActive(false)
		self._mapNode.imgBgScore[2]:SetActive(false)
		self._mapNode.imgBgScore[1]:SetActive(true)
	else
		self._mapNode.rtQuest:SetActive(true)
		self._mapNode.imgBgScore[2]:SetActive(true)
		self._mapNode.imgBgScore[1]:SetActive(false)
		local tbQuestId = CacheTable.GetData("_VampireQuestGroup", mapLevelCfgData.FirstQuestGroupId)
		if tbQuestId == nil then
			tbQuestId = {}
		end
		for i = 1, 3 do
			self._mapNode.TMPQuest[i].gameObject:SetActive(tbQuestId[i] ~= nil)
			self._mapNode.btnQuestStar[i].interactable = PlayerData.Quest:GetVampireQuestStatusById(tbQuestId[i]) > 0
			if tbQuestId[i] ~= nil then
				local mapQuestCfgData = ConfigTable.GetData("VampireSurvivorQuest", tbQuestId[i])
				if mapQuestCfgData == nil then
					self._mapNode.TMPQuest[i].gameObject:SetActive(false)
				else
					NovaAPI.SetTMPText(self._mapNode.TMPQuest[i], mapQuestCfgData.Title)
				end
			end
		end
	end
	GamepadUIManager.EnableGamepadUI("VampireSurvivorPauseCtrl", self.tbGamepadUINode)
end
function VampireSurvivorPauseCtrl:OnEvent_Time(nTime)
end
function VampireSurvivorPauseCtrl:OnBtnClick_GiveUp(btn)
	local sTip = ""
	local mapLevelData = ConfigTable.GetData("VampireSurvivor", self.nLevelId)
	local sName = ""
	if mapLevelData then
		sName = mapLevelData.Name
	end
	local sAlert = orderedFormat(ConfigTable.GetUIText("VampirePause_Abandon_Tips") or "", sName)
	sTip = sAlert
	local confirmCallback = function()
		self:PlayCloseAni(true)
		self._mapNode.imgBlocker:SetActive(true)
	end
	local msg = {
		nType = AllEnum.MessageBox.Confirm,
		sContent = sTip,
		callbackConfirm = confirmCallback,
		bBlur = false
	}
	EventManager.Hit(EventId.OpenMessageBox, msg)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Close(btn)
	self:PlayCloseAni(false)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Char(btn, nIndex)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Skill(btn)
	EventManager.Hit(EventId.OpenPanel, PanelId.PopupSkillPanel, self.tbChar)
	self._mapNode.ActionBar.gameObject:SetActive(false)
end
function VampireSurvivorPauseCtrl:OnBtnClick_Settings(btn)
	EventManager.Hit(EventId.OpenPanel, PanelId.BattleSettings)
	self._mapNode.ActionBar.gameObject:SetActive(false)
end
function VampireSurvivorPauseCtrl:OnEvent_Reopen(sName)
	if sName ~= "VampireSurvivorPauseCtrl" then
		return
	end
	self._mapNode.ActionBar.gameObject:SetActive(true)
end
return VampireSurvivorPauseCtrl
