local CharBgPanel = class("CharBgPanel", BasePanel)
CharBgPanel._tbDefine = {
	{
		sPrefabPath = "CharacterInfoEx/CharBgPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharBgCtrl"
	},
	{
		sPrefabPath = "CharacterInfoEx/CharacterInfoPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharacterInfoCtrl"
	},
	{
		sPrefabPath = "CharacterInfoEx/CharDevelopmentPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharDevelopmentCtrl"
	},
	{
		sPrefabPath = "CharSkill/CharSkillPanel.prefab",
		sCtrlName = "Game.UI.CharSkill.CharSkillCtrl"
	},
	{
		sPrefabPath = "CharacterInfoEx/CharPotentialPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharPotentialCtrl"
	},
	{
		sPrefabPath = "CharacterInfoEx/CharTalentPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharTalentCtrl"
	},
	{
		sPrefabPath = "CharacterInfoEx/CharEquipmentPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharEquipmentCtrl"
	},
	{
		sPrefabPath = "CharacterInfoEx/CharFgPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharFgCtrl"
	},
	{
		sPrefabPath = "CharacterInfoEx/CharacterRelationPanel.prefab",
		sCtrlName = "Game.UI.CharacterInfoEx.CharacterRelationCtrl"
	}
}
CharBgPanel._mapEventConfig = {
	[EventId.CharRelatePanelOpen] = "OnEvent_CharRelatePanelOpen",
	[EventId.CharRelatePanelClose] = "OnEvent_CharRelatePanelClose"
}
local char_panel_show_cfg = {
	[PanelId.CharInfo] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.L2D,
		bgPosX = 0,
		L2DPosX = 0,
		weaponPosX = 28
	},
	[PanelId.CharUpPanel] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.L2D,
		bgPosX = 0,
		L2DPosX = -0.92,
		weaponPosX = 28
	},
	[PanelId.CharSkill] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.L2D,
		bgPosX = -26.8,
		L2DPosX = -0.62,
		weaponPosX = 28
	},
	[PanelId.CharEquipment] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.L2D,
		bgPosX = -29.1,
		L2DPosX = -4,
		weaponPosX = 28
	},
	[PanelId.CharPotential] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.L2D,
		bgPosX = -31.4,
		L2DPosX = -6.8,
		weaponPosX = 28
	},
	[PanelId.CharTalent] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.None,
		bgPosX = -33.8,
		L2DPosX = -26,
		weaponPosX = 28
	},
	[PanelId.CharacterRelation] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.L2D,
		bgPosX = -60,
		L2DPosX = -3,
		weaponPosX = 28
	},
	[PanelId.CharFavourGift] = {
		bShowTopBar = true,
		type = AllEnum.CharBgPanelShowType.L2D,
		bgPosX = -60,
		L2DPosX = -3,
		weaponPosX = 28
	}
}
local char_sub_panel = {
	[PanelId.CharUpPanel] = true,
	[PanelId.CharFavourGift] = true
}
local panel_switch_anim_cfg = {
	[PanelId.CharUpPanel] = {
		[PanelId.CharInfo] = {nL2dTime = 0.3, nBgTime = 0}
	},
	[PanelId.CharInfo] = {
		[PanelId.CharUpPanel] = {nL2dTime = 0.3, nBgTime = 0},
		[PanelId.CharSkill] = {nL2dTime = 0.2, nBgTime = 0},
		[PanelId.CharEquipment] = {
			nL2dTime = 0.4,
			nBgTime = 0,
			uiEaseType = Ease.InOutSine,
			bgEaseType = Ease.InOutCubic
		},
		[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharPotential] = {nL2dTime = 0.3, nBgTime = 0},
		[PanelId.CharTalent] = {nL2dTime = 0, nBgTime = 0}
	},
	[PanelId.CharSkill] = {
		[PanelId.CharInfo] = {nL2dTime = 0.3, nBgTime = 0},
		[PanelId.CharEquipment] = {nL2dTime = 0.25, nBgTime = 0.25},
		[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharPotential] = {nL2dTime = 0.3, nBgTime = 0.3},
		[PanelId.CharTalent] = {nL2dTime = 0.3, nBgTime = 0.3}
	},
	[PanelId.CharEquipment] = {
		[PanelId.CharInfo] = {
			nL2dTime = 0.4,
			nBgTime = 0,
			uiEaseType = Ease.InOutSine,
			bgEaseType = Ease.InOutCubic
		},
		[PanelId.CharSkill] = {nL2dTime = 0.25, nBgTime = 0.25},
		[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharPotential] = {nL2dTime = 0.3, nBgTime = 0.3},
		[PanelId.CharTalent] = {nL2dTime = 0.3, nBgTime = 0.3}
	},
	[PanelId.CharacterRelation] = {
		[PanelId.CharInfo] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharEquipment] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharSkill] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharPotential] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharTalent] = {nL2dTime = 0, nBgTime = 0}
	},
	[PanelId.CharPotential] = {
		[PanelId.CharInfo] = {nL2dTime = 0.3, nBgTime = 0},
		[PanelId.CharEquipment] = {nL2dTime = 0.3, nBgTime = 0.3},
		[PanelId.CharSkill] = {nL2dTime = 0.3, nBgTime = 0.3},
		[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharTalent] = {nL2dTime = 0.3, nBgTime = 0.3}
	},
	[PanelId.CharTalent] = {
		[PanelId.CharInfo] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharEquipment] = {nL2dTime = 0, nBgTime = 0.3},
		[PanelId.CharSkill] = {nL2dTime = 0, nBgTime = 0.3},
		[PanelId.CharacterRelation] = {nL2dTime = 0, nBgTime = 0},
		[PanelId.CharPotential] = {nL2dTime = 0, nBgTime = 0.3}
	}
}
function CharBgPanel:Close()
	EventManager.Hit(EventId.ClosePanel, PanelId.CharBgPanel)
end
function CharBgPanel:GetPanelAnimCfg(nClosePanelId, nOpenPanelId)
	if nil == panel_switch_anim_cfg[nClosePanelId] then
		return
	end
	if nil == panel_switch_anim_cfg[nClosePanelId][nOpenPanelId] then
		return
	end
	return panel_switch_anim_cfg[nClosePanelId][nOpenPanelId]
end
function CharBgPanel:GetPanelAnimTime(nClosePanelId, nOpenPanelId)
	local tbCfg = self:GetPanelAnimCfg(nClosePanelId, nOpenPanelId)
	if nil ~= tbCfg then
		return tbCfg.nBgTime, tbCfg.nL2dTime
	end
end
function CharBgPanel:PlayPanelSwitchAnim(trContent, nWidth, nTime)
	EventManager.Hit(EventId.TemporaryBlockInput, nTime)
	local tweener = trContent:DOAnchorPosX(nWidth, nTime):SetUpdate(true)
	local tbCfg = self:GetPanelAnimCfg(self.nClosePanelId, self.nPanelId)
	if nil ~= tbCfg and nil ~= tbCfg.uiEaseType then
		tweener:SetEase(tbCfg.uiEaseType)
	end
	return tweener
end
function CharBgPanel:GetPanelShowCfg()
	return char_panel_show_cfg
end
function CharBgPanel:GetSubPanel()
	return char_sub_panel
end
function CharBgPanel:Awake()
	self.nPanelId = 0
	self.nCharId = 0
	self.tbCharList = {}
	self.panelStack = {}
	self.bSecondPanel = false
	local tbParam = self._tbParam
	if type(tbParam) == "table" then
		self.nPanelId = tbParam[1]
		if nil ~= tbParam[2] then
			self.nCharId = tbParam[2]
		end
		if nil ~= tbParam[3] then
			self.tbCharList = tbParam[3]
		end
		if nil ~= tbParam[4] then
			self.param1 = tbParam[4]
		end
	end
	table.insert(self.panelStack, self.nPanelId)
end
function CharBgPanel:OnEnable()
end
function CharBgPanel:OnDisable()
end
function CharBgPanel:OnEvent_CharRelatePanelOpen(nPanelId, ncharId, tbCharList, param1)
	self.nClosePanelId = self.nPanelId
	self.nPanelId = nPanelId
	self.bSecondPanel = false
	if nil ~= ncharId then
		self.ncharId = ncharId
	end
	if nil ~= tbCharList then
		self.tbCharList = tbCharList
	end
	if nil ~= param1 then
		self.param1 = param1
	end
	if char_sub_panel[nPanelId] then
		table.insert(self.panelStack, nPanelId)
	elseif self.panelStack[#self.panelStack] == self.nClosePanelId then
		table.remove(self.panelStack, #self.panelStack)
		table.insert(self.panelStack, nPanelId)
	end
	EventManager.Hit(EventId.CharRelatePanelAdvance, self.nClosePanelId, nPanelId)
end
function CharBgPanel:OnEvent_CharRelatePanelClose(bForceClose)
	if #self.panelStack <= 1 or bForceClose then
		self:Close()
		return
	end
	self.nClosePanelId = self.nPanelId
	local nLastPanelId = self.panelStack[#self.panelStack]
	if self.nClosePanelId ~= nLastPanelId then
		self:Close()
		return
	end
	local nOpenPanelId = self.panelStack[#self.panelStack - 1]
	table.remove(self.panelStack, #self.panelStack)
	self.nPanelId = nOpenPanelId
	self.bSecondPanel = false
	local panelCfg = char_panel_show_cfg[self.nClosePanelId]
	if nil ~= panelCfg then
		EventManager.Hit(EventId.CharRelatePanelBack, self.nClosePanelId, nOpenPanelId)
	end
end
return CharBgPanel
