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using UnityEngine;
using DG.Tweening;
 
public class HeroDebutCallResultCell : MonoBehaviour
{
    [SerializeField] public ItemCell itemCell;
    [SerializeField] UIEffectPlayer orbBaseEffect;    // 初始状态特效
    [SerializeField] UIEffectPlayer orbBoomEffect;    // 爆发瞬间特效
    [SerializeField] UIEffectPlayer orbQualityEffect; // 品质底色特效
    [SerializeField] UIEffectPlayer flowEffect;       // 最终流光特效
 
    [HideInInspector] public Vector3 originalLocalPos;
 
    void Awake()
    {
        // 记录初始本地坐标,用于发牌动画的归位
        originalLocalPos = transform.localPosition;
    }
 
    /// <summary>
    /// 初始化格子数据
    /// </summary>
    public void DisplayItemCell(int itemID, int count)
    {
        itemCell.Init(new ItemCellModel(itemID, true, count));
        itemCell.button.SetListener(() => ItemTipUtility.Show(itemID));
    }
 
    /// <summary>
    /// 重置所有 UI 元素和特效至初始状态
    /// </summary>
    public void ResetState()
    {
        itemCell.gameObject.SetActive(false);
        orbBaseEffect.SetActive(false);
        orbBoomEffect.SetActive(false);
        orbQualityEffect.SetActive(false);
        flowEffect.SetActive(false);
    }
 
    /// <summary>
    /// 阶段 1:播放初始引导光点(飞行阶段)
    /// </summary>
    public void PlayInitialOrb()
    {
        orbBaseEffect.SetActive(true);
        orbBoomEffect.SetActive(false);
        orbQualityEffect.SetActive(false);
 
        orbBaseEffect.Play(4); // 播放索引为4的通用飞行效
    }
 
    /// <summary>
    /// 阶段 2 & 3:执行爆开、显色、翻牌、展示流光的组合序列
    /// </summary>
    /// <param name="qualityIndex">品质底色特效索引</param>
    /// <param name="flowQualityIndex">最终流光特效索引</param>
    /// <returns>返回 Sequence 方便外部进行 Stagger(交错)排列</returns>
    public Tween PlayExplosionFadeAndFlipReveal(int qualityIndex, int flowQualityIndex)
    {
        Sequence seq = DOTween.Sequence();
 
        // [0.0s] 切换特效:关闭飞行态,触发爆发态
        seq.InsertCallback(0f, () =>
        {
            orbBaseEffect.SetActive(false);
            orbBoomEffect.SetActive(true);
            orbBoomEffect.Play(3);
        });
 
        // [0.2s] 展示品质基色
        seq.InsertCallback(0.2f, () =>
        {
            orbQualityEffect.transform.localScale = Vector3.zero;
            orbQualityEffect.SetActive(true);
            orbQualityEffect.Play(qualityIndex);
        });
 
        // 品质光团由小变大的回弹动画
        seq.Insert(0.2f, orbQualityEffect.transform.DOScale(Vector3.one, 0.2f).SetEase(Ease.OutBack));
 
        // [0.8s] 准备翻牌:激活 ItemCell 并设置 90 度侧向,准备旋转
        seq.InsertCallback(0.8f, () =>
        {
            itemCell.gameObject.SetActive(true);
            itemCell.transform.localEulerAngles = new Vector3(0, 90f, 0);
        });
 
        // [0.8s] 翻转动作(耗时 0.3s):从 90 度旋转回 0 度
        seq.Insert(0.8f, itemCell.transform.DOLocalRotate(Vector3.zero, 0.3f, RotateMode.Fast).SetEase(Ease.OutSine));
 
        // [1.1s] 序列完结:清理临时特效,激活持久流光
        seq.InsertCallback(1.1f, () =>
        {
            orbBoomEffect.SetActive(false);
            orbQualityEffect.SetActive(false); 
 
            flowEffect.SetActive(true);
            flowEffect.Play(flowQualityIndex); 
        });
 
        return seq;
    }
}