local MainBattlePauseCtrl = class("MainBattlePauseCtrl", BaseCtrl)
local GameCameraStackManager = CS.GameCameraStackManager.Instance
local AdventureModuleHelper = CS.AdventureModuleHelper
local GamepadUIManager = require("GameCore.Module.GamepadUIManager")
MainBattlePauseCtrl._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 = "MainBattle_Task"
	},
	txtSubTitle3 = {
		sComponentName = "TMP_Text",
		sLanguageId = "MainBattle_Time"
	},
	txtAim1 = {sComponentName = "TMP_Text"},
	txtTime = {sComponentName = "TMP_Text"},
	txtLeader = {
		sComponentName = "TMP_Text",
		sLanguageId = "Build_Leader"
	},
	txtSub = {
		nCount = 2,
		sComponentName = "TMP_Text",
		sLanguageId = "Build_Sub"
	}
}
MainBattlePauseCtrl._mapEventConfig = {
	Mainline_Time_CountUp = "OnEvent_Time",
	GamepadUIReopen = "OnEvent_Reopen"
}
function MainBattlePauseCtrl:Refresh(sAim)
	NovaAPI.SetTMPText(self._mapNode.txtAim1, sAim)
	for i = 1, 3 do
		self._mapNode.goChar[i].gameObject:SetActive(self.tbChar[i])
		if self.tbChar[i] then
			self._mapNode.goChar[i]:SetChar(self.tbChar[i].nTid, false, false, self.tbChar[i].nTrialId)
		end
	end
end
function MainBattlePauseCtrl: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 MainBattlePauseCtrl:PlayCloseAni(bGiveUp)
	self._mapNode.aniWindow:Play("t_window_04_t_out")
	self._mapNode.aniBlur:SetTrigger("tOut")
	EventManager.Hit(EventId.TemporaryBlockInput, 0.2)
	self:AddTimer(1, 0.2, "OnPanelClose", true, true, true, bGiveUp)
end
function MainBattlePauseCtrl:OnPanelClose(_, bGiveUp)
	PanelManager.InputEnable()
	GamepadUIManager.DisableGamepadUI("MainBattlePauseCtrl")
	EventManager.Hit(EventId.BattleDashboardVisible, true)
	self._mapNode.safeAreaRoot:SetActive(false)
	self._mapNode.goBlur:SetActive(false)
	self._mapNode.imgBlocker:SetActive(false)
	EventManager.Hit(EventId.ClosePanel, PanelId.MainBattlePause)
	if bGiveUp then
		EventManager.Hit(EventId.AbandonBattle)
	else
		EventManager.Hit(EventId.PasueAvgBubble, false)
	end
end
function MainBattlePauseCtrl:Awake()
	self._mapNode.safeAreaRoot:SetActive(false)
	local tbConfig = {
		{
			sAction = "Skill",
			sLang = "StarTowerMap_Btn_Skill"
		},
		{
			sAction = "Settings",
			sLang = "StarTowerMap_Btn_Settings"
		}
	}
	self._mapNode.ActionBar:InitActionBar(tbConfig)
end
function MainBattlePauseCtrl:OnEnable()
	self:Pause()
end
function MainBattlePauseCtrl:OnDisable()
end
function MainBattlePauseCtrl:OnDestroy()
end
function MainBattlePauseCtrl:Pause()
	local tbParam = self:GetPanelParam()
	local nTime = 0
	local sAim = ""
	if type(tbParam) == "table" then
		nTime = tbParam[1]
		self.tbChar = tbParam[2]
		sAim = tbParam[3]
	end
	EventManager.Hit(EventId.BattleDashboardVisible, false)
	PanelManager.InputDisable()
	self:PlayInAni()
	self:Refresh(sAim)
	self:OnEvent_Time(nTime)
	GamepadUIManager.EnableGamepadUI("MainBattlePauseCtrl", self:GetGamepadUINode())
end
function MainBattlePauseCtrl:OnEvent_Time(nTime)
	local nMin = math.floor(nTime / 60)
	local nSec = math.fmod(nTime, 60)
	NovaAPI.SetTMPText(self._mapNode.txtTime, string.format("%02d:%02d", nMin, nSec))
end
function MainBattlePauseCtrl:OnBtnClick_GiveUp(btn)
	self:PlayCloseAni(true)
	self._mapNode.imgBlocker:SetActive(true)
end
function MainBattlePauseCtrl:OnBtnClick_Close(btn)
	self:PlayCloseAni(false)
end
function MainBattlePauseCtrl:OnBtnClick_Char(btn, nIndex)
end
function MainBattlePauseCtrl:OnBtnClick_Skill(btn)
	local tbCharId, tbTrial = {}, {}
	for _, v in ipairs(self.tbChar) do
		table.insert(tbCharId, v.nTid)
		if v.nTrialId then
			table.insert(tbTrial, v.nTrialId)
		end
	end
	EventManager.Hit(EventId.OpenPanel, PanelId.PopupSkillPanel, tbCharId, false, tbTrial)
	self._mapNode.ActionBar.gameObject:SetActive(false)
end
function MainBattlePauseCtrl:OnBtnClick_Settings(btn)
	EventManager.Hit(EventId.OpenPanel, PanelId.BattleSettings)
	self._mapNode.ActionBar.gameObject:SetActive(false)
end
function MainBattlePauseCtrl:OnEvent_Reopen(sName)
	if sName ~= "MainBattlePauseCtrl" then
		return
	end
	self._mapNode.ActionBar.gameObject:SetActive(true)
end
return MainBattlePauseCtrl
