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using UnityEngine;
using DG.Tweening;
using System.Collections.Generic;
 
public class HeroDebutCallResultWin : UIBase
{
    [SerializeField] Transform moneyRect;
    [SerializeField] OwnItemCell ownItemCell;
    [SerializeField] ItemCell presentItemCell;         // 抽卡获得的赠送道具
    [SerializeField] RectTransform oneRect;             // 单抽容器中心点
    [SerializeField] HeroDebutCallResultCell oneCell;   // 单抽单元格
    [SerializeField] RectTransform tenRect;             // 十连容器
    [SerializeField] HeroDebutCallResultCell[] tenCell; // 十连单元格数组
 
    [SerializeField] UIEffectPlayer firstEffect;        // 开屏初始特效
 
    [SerializeField] HeroDebutCallButton callButton;    // 再次抽取按钮
    [SerializeField] ButtonEx okButton;                 // 确定返回按钮
 
 
    HeroDebutManager manager => HeroDebutManager.Instance;
    HappyXBModel xbManager => HappyXBModel.Instance;
 
    bool isSkip;            // 是否跳过动画
    int treasureType;       // 抽卡宝库类型
    bool isOne = false;     // 是否为单抽模式
 
    private Sequence animSeq; // 主动画序列
 
    protected override void InitComponent()
    {
        okButton.SetListener(CloseWindow);
    }
 
    protected override void OnPreOpen()
    {
        animSeq?.Kill();
        var act = manager.GetOperationHeroAppearInfo();
        if (act == null) return;
 
        var config = ActHeroAppearConfig.Get(act.CfgID);
        if (config == null) return;
 
        treasureType = config.ActTreasureType;
        // 根据配置和时间戳加载用户的是否跳过动画设置
        isSkip = manager.LoadCallSkipData(config.CfgID, act.startDate, act.endDate);
 
        // 绑定数据刷新回调
        HappyXBModel.Instance.RefreshXBResultAct += RefreshXBResultAct;
        HappyXBModel.Instance.RefreshXBTypeInfoAct += OnRefreshXBTypeInfoAct;
 
        var treasureSetConfig = TreasureSetConfig.Get(config.ActTreasureType);
        if (treasureSetConfig == null) return;
        ownItemCell.itemID = treasureSetConfig.CostItemID;
 
        RefreshXBResultAct();
    }
 
    protected override void OnPreClose()
    {
        animSeq?.Kill();
        // 解绑回调,防止内存泄漏
        HappyXBModel.Instance.RefreshXBResultAct -= RefreshXBResultAct;
        HappyXBModel.Instance.RefreshXBTypeInfoAct -= OnRefreshXBTypeInfoAct;
    }
 
    /// <summary>
    /// 刷新抽卡结果界面
    /// </summary>
    void RefreshXBResultAct()
    {
        isOne = HeroUIManager.Instance.selectCallIndex == 0;
 
        // 初始化顶部赠送物品
        int itemId = xbManager.addXBAddItemID;
        long count = xbManager.addXBItemCount;
        presentItemCell.Init(new ItemCellModel(itemId, true, count));
        presentItemCell.button.SetListener(() => ItemTipUtility.Show(itemId));
 
        // 根据单抽或十连填充物品数据
        if (isOne)
        {
            if (!xbManager.xbResultDict.IsNullOrEmpty())
            {
                oneCell.DisplayItemCell(xbManager.xbResultDict[0].itemId, xbManager.xbResultDict[0].count);
            }
        }
        else
        {
            for (int i = 0; i < tenCell.Length; i++)
            {
                if (i < xbManager.xbResultDict?.Count)
                {
                    tenCell[i].DisplayItemCell(xbManager.xbResultDict[i].itemId, xbManager.xbResultDict[i].count);
                }
            }
        }
 
        callButton.Display(treasureType, HeroUIManager.Instance.selectCallIndex);
 
        if (isSkip)
        {
            // 模式:跳过动画,直接显示最终状态
            firstEffect.SetActive(false);
            ShowImmediate();
        }
        else
        {
            // 模式:播放完整展示动画
            PrepareAnimation();
            firstEffect.SetActive(true);
            firstEffect.Play(0);
 
            // 预留 1.1s 的开屏动效时间后,开始播放发牌/翻牌序列
            PlayResultAnimation(1.1f);
        }
    }
 
    private void OnRefreshXBTypeInfoAct() { RefreshXBResultAct(); }
 
    /// <summary>
    /// 静态显示(无动画直接展示结果)
    /// </summary>
    private void ShowImmediate()
    {
        animSeq?.Kill();
        oneRect.SetActive(isOne);
        tenRect.SetActive(!isOne);
 
        ownItemCell.SetActive(true);
        moneyRect.SetActive(true);
        presentItemCell.SetActive(true);
        callButton.SetActive(true);
        okButton.SetActive(true);
 
        if (isOne)
        {
            oneCell.SetActive(true);
            oneCell.ResetState();
            oneCell.itemCell.SetActive(true);
        }
        else
        {
            for (int i = 0; i < tenCell.Length; i++)
            {
                if (i < xbManager.xbResultDict?.Count)
                {
                    tenCell[i].SetActive(true);
                    tenCell[i].transform.localPosition = tenCell[i].originalLocalPos;
                    tenCell[i].ResetState();
                    tenCell[i].itemCell.SetActive(true);
                }
                else
                {
                    tenCell[i].SetActive(false);
                }
            }
        }
    }
 
    /// <summary>
    /// 动画前置准备(隐藏元素并重置坐标)
    /// </summary>
    private void PrepareAnimation()
    {
        oneRect.SetActive(isOne);
        tenRect.SetActive(!isOne);
 
        ownItemCell.SetActive(false);
        moneyRect.SetActive(false);
        presentItemCell.SetActive(false);
        callButton.SetActive(false);
        okButton.SetActive(false);
 
        if (isOne)
        {
            oneCell.SetActive(true);
            oneCell.ResetState();
        }
        else
        {
            for (int i = 0; i < tenCell.Length; i++)
            {
                if (i < xbManager.xbResultDict?.Count)
                {
                    tenCell[i].SetActive(true);
                    tenCell[i].ResetState();
                    tenCell[i].transform.localPosition = tenCell[i].originalLocalPos;
                }
                else
                {
                    tenCell[i].SetActive(false);
                }
            }
        }
    }
 
    /// <summary>
    /// 核心逻辑:编排结果展示动画时间轴
    /// </summary>
    private void PlayResultAnimation(float startDelay = 0f)
    {
        animSeq?.Kill();
        animSeq = DOTween.Sequence();
 
        if (isOne)
        {
            // ==================== 单抽动画逻辑 ====================
            float timelineCursor = startDelay;
 
            // 1. 播放中心光团
            animSeq.InsertCallback(timelineCursor, () => oneCell.PlayInitialOrb());
 
            // 预留短暂的展示时间
            float finishShowTime = 0.12f;
            timelineCursor += finishShowTime;
 
            // 2. 触发爆开与翻牌组合动画
            int itemId = xbManager.xbResultDict[0].itemId;
            int quality = GetOrbQuality(itemId);
            int flowQuality = GetFlowQuality(itemId);
 
            animSeq.Insert(timelineCursor, oneCell.PlayExplosionFadeAndFlipReveal(quality, flowQuality));
 
            // 推进游标至组合动画结束(1.1s基础时长 + 0.3s缓冲)
            timelineCursor += 1.4f;
 
            // 3. 弹出底部 UI
            animSeq.InsertCallback(timelineCursor, ShowBottomUI);
        }
        else
        {
            // ==================== 十连动画逻辑 ====================
            int count = xbManager.xbResultDict.Count;
            float staggerInterval = 0.1f; // 发牌间隔
            float moveDuration = 0.12f;    // 飞行时间
            float timelineCursor = startDelay;
 
            // 1. 依次从中心点向目标位置发射光团(发牌阶段)
            for (int i = 0; i < count; i++)
            {
                var cell = tenCell[i];
                cell.transform.position = oneRect.position; // 起始于中心
                float delay = timelineCursor + i * staggerInterval;
 
                animSeq.InsertCallback(delay, () => cell.PlayInitialOrb());
                animSeq.Insert(delay, cell.transform.DOLocalMove(cell.originalLocalPos, moveDuration).SetEase(Ease.OutCubic));
            }
 
            // 计算所有卡牌完成飞行的时刻
            float finishFlyingTime = ((count - 1) * staggerInterval) + moveDuration;
            timelineCursor += finishFlyingTime;
 
            // 2. 依次触发爆开翻牌动画(展示阶段)
            for (int i = 0; i < count; i++)
            {
                int itemId = xbManager.xbResultDict[i].itemId;
                int quality = GetOrbQuality(itemId);
                int flowQuality = GetFlowQuality(itemId);
 
                animSeq.Insert(timelineCursor + i * staggerInterval, tenCell[i].PlayExplosionFadeAndFlipReveal(quality, flowQuality));
            }
 
            // 计算全部卡牌翻转完成的时间点并加入缓冲
            float finalFlipDuration = 1.1f + ((count - 1) * staggerInterval) + 0.3f;
            timelineCursor += finalFlipDuration;
 
            // 3. 弹出底部 UI
            animSeq.InsertCallback(timelineCursor, ShowBottomUI);
        }
    }
 
    /// <summary>
    /// 展示底部操作按钮,并检查是否触发武将立绘
    /// </summary>
    private void ShowBottomUI()
    {
        ownItemCell.SetActive(true);
        moneyRect.SetActive(true);
        presentItemCell.SetActive(true);
        callButton.SetActive(true);
        okButton.SetActive(true);
 
        presentItemCell.transform.localScale = Vector3.zero;
        callButton.transform.localScale = Vector3.zero;
        okButton.transform.localScale = Vector3.zero;
 
        Sequence bottomSeq = DOTween.Sequence();
        bottomSeq.Append(presentItemCell.transform.DOScale(Vector3.one, 0.3f).SetEase(Ease.OutBack));
        bottomSeq.Join(callButton.transform.DOScale(Vector3.one, 0.3f).SetEase(Ease.OutBack));
        bottomSeq.Join(okButton.transform.DOScale(Vector3.one, 0.3f).SetEase(Ease.OutBack));
 
        bottomSeq.OnComplete(() =>
        {
            if (!isSkip)
            {
                CheckAndShowHeroLH();
            }
        });
        animSeq.Append(bottomSeq);
    }
 
    /// <summary>
    /// 检测并展示高品质武将立绘(弹窗展示)
    /// </summary>
    private void CheckAndShowHeroLH()
    {
        // 清理缓存列表
        ItemLogicUtility.Instance.poplhHeroIdList.Clear();
 
        List<int> uniqueHeroIds = new List<int>();
        int count = xbManager.xbResultDict.Count;
 
        for (int i = 0; i < count; i++)
        {
            int itemId = xbManager.xbResultDict[i].itemId;
 
            // 仅对 HeroConfig 中存在的完整武将进行处理
            if (HeroConfig.HasKey(itemId))
            {
                // 仅展示高于设定品质的武将
                if (HeroConfig.Get(itemId).Quality < HappyXBModel.Instance.lhQuality) continue;
 
                if (!uniqueHeroIds.Contains(itemId))
                {
                    uniqueHeroIds.Add(itemId);
                }
            }
        }
 
        // 如果存在符合条件的武将,打开大图展示界面
        if (uniqueHeroIds.Count > 0)
        {
            ItemLogicUtility.Instance.poplhHeroIdList = uniqueHeroIds;
 
            if (!UIManager.Instance.IsOpenedInList<HeroShowLHWin>())
            {
                UIManager.Instance.OpenWindow<HeroShowLHWin>();
            }
        }
    }
 
    // --- 辅助方法:映射配置品质到特效索引 ---
 
    private int GetOrbQuality(int itemId)
    {
        int qualityLevel = ItemConfig.Get(itemId).ItemColor;
        switch (qualityLevel)
        {
            case 2: return 5; // 紫色
            case 3: return 2; // 黄色
            case 4: return 0; // 橙色
            case 5: return 1; // 红色
            default: return 0;
        }
    }
 
    private int GetFlowQuality(int itemId)
    {
        int qualityLevel = ItemConfig.Get(itemId).ItemColor;
        switch (qualityLevel)
        {
            case 2: return 3; // 紫色
            case 3: return 2; // 黄色
            case 4: return 0; // 橙色
            case 5: return 1; // 红色
            default: return 0;
        }
    }
}