local GuideGroup_42 = class("GuideGroup_42")
local mapEventConfig = {
	OnEvent_PanelOnEnableById = "OnEvent_PanelOnEnableById"
}
local groupId = 42
local totalStep = 2
local current = 1
function GuideGroup_42:Init(parent, runStep)
	self:BindEvent()
	self.parent = parent
	current = 1
	local funName = "Step_" .. current
	local func = handler(self, self[funName])
	func()
end
function GuideGroup_42:BindEvent()
	if type(mapEventConfig) ~= "table" then
		return
	end
	for nEventId, sCallbackName in pairs(mapEventConfig) do
		local callback = self[sCallbackName]
		if type(callback) == "function" then
			EventManager.Add(nEventId, self, callback)
		end
	end
end
function GuideGroup_42:UnBindEvent()
	if type(mapEventConfig) ~= "table" then
		return
	end
	for nEventId, sCallbackName in pairs(mapEventConfig) do
		local callback = self[sCallbackName]
		if type(callback) == "function" then
			EventManager.Remove(nEventId, self, callback)
		end
	end
end
function GuideGroup_42:SendGuideStep(step)
	self.parent:SendGuideStep(groupId, step)
end
function GuideGroup_42:Clear()
	self.runGuide = false
	self:UnBindEvent()
	self.parent = nil
end
function GuideGroup_42:Step_1()
	self.msg = {
		BindIcon = "MainViewPanel/----SafeAreaRoot----/HideRoot/--BottomRight--/btnMainline",
		Size = {140, 140},
		Deviation = {0, 0},
		Desc = "Guide_42_1",
		DescDeviation = {-830, 0},
		HandDeviation = {-150, 0},
		HandRotation = -90,
		Type = GameEnum.guidetype.ForcedClick
	}
	self.parent:ActiveHide(true)
	current = 1
	local wait = function()
		coroutine.yield(CS.UnityEngine.WaitForSeconds(0.2))
		self.parent:PlayTypeMask(self.msg)
	end
	cs_coroutine.start(wait)
end
function GuideGroup_42:Step_2()
	self.msg = {
		BindIcon = "StoryEntrancePanel/----SafeAreaRoot----/goMainline",
		Size = {950, 730},
		Deviation = {0, -25},
		Desc = "Guide_42_2",
		DescDeviation = {1000, 0},
		Type = GameEnum.guidetype.Introductory
	}
	self.parent:ActiveHide(true)
	current = 2
	self.openPanelId = PanelId.StoryEntrance
	self.waitAnimTime = 0.2
end
function GuideGroup_42:OnEvent_PanelOnEnableById(_panelId)
	if self.openPanelId and self.openPanelId == _panelId and self.waitAnimTime ~= 0 then
		local wait = function()
			coroutine.yield(CS.UnityEngine.WaitForSeconds(self.waitAnimTime + 0.5))
			self.parent:PlayTypeMask(self.msg)
		end
		cs_coroutine.start(wait)
	end
end
function GuideGroup_42:FinishCurrentStep()
	self.msg = nil
	self.openPanelId = nil
	self.waitAinEnd = nil
	self.runGuide = false
	self.waitAnimTime = 0
	if current == totalStep then
		PlayerData.Base:UserEventUpload_PC("pc_tutorial_complete")
		self.parent:ClearCurGuide(true)
		return
	elseif current == 1 then
		self:SendGuideStep(-1)
	end
	local funName = "Step_" .. current + 1
	local func = handler(self, self[funName])
	func()
end
return GuideGroup_42
