local PrologueAdventurePanel = class("PrologueAdventurePanel", BasePanel)
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
PrologueAdventurePanel.OpenMinMap = true
PrologueAdventurePanel._bAddToBackHistory = false
PrologueAdventurePanel._tbDefine = {
	{
		sPrefabPath = "RoguelikeItemTip/RoguelikeItemTipPanel.prefab",
		sCtrlName = "Game.UI.RoguelikeItemTips.RoguelikeItemTipsCtrl"
	},
	{
		sPrefabPath = "Battle/BattleDashboard.prefab",
		sCtrlName = "Game.UI.Battle.BattleDashboardCtrl"
	},
	{
		sPrefabPath = "Battle/AdventureMainUI/AdventureMainUI.prefab",
		sCtrlName = "Game.UI.Battle.MainBattleCtrl"
	},
	{
		sPrefabPath = "GuideProloguel/GuideProloguelPanel.prefab",
		sCtrlName = "Game.UI.GuideProloguel.GuideProloguelCtrl"
	},
	{
		sPrefabPath = "Battle/AdventureMainUI/BattlePopupTips.prefab",
		sCtrlName = "Game.UI.Battle.BattlePopupTipsCtrl"
	},
	{
		sPrefabPath = "Battle/SkillHintIndicators.prefab",
		sCtrlName = "Game.UI.Battle.SkillHintIndicator.HintIndicators"
	},
	{
		sPrefabPath = "Battle/SubSkillDisplay.prefab",
		sCtrlName = "Game.UI.Battle.SubSkillDisplay.SubSkillDisplayCtrl"
	}
}
function PrologueAdventurePanel:Awake()
	GamepadUIManager.EnterAdventure()
	GamepadUIManager.EnableGamepadUI("BattleMenu", {})
	self.BattleType = GameEnum.worldLevelType.PrologueBattleLevel
end
function PrologueAdventurePanel:OnEnable()
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForEndOfFrame())
		EventManager.Hit(EventId.ClosePanel, PanelId.MainlineFormation)
		EventManager.Hit(EventId.ClosePanel, PanelId.RegionBossFormation)
	end
	cs_coroutine.start(wait)
end
function PrologueAdventurePanel:OnAfterEnter()
	EventManager.Hit(EventId.SubSkillDisplayInit, self._tbParam[1])
end
function PrologueAdventurePanel:OnDisable()
	GamepadUIManager.DisableGamepadUI("BattleMenu")
	GamepadUIManager.QuitAdventure()
end
return PrologueAdventurePanel
