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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
// 武将功能界面
public class HeroTrainBaseWin : OneLevelWin
{
 
 
    protected override void OpenSubUIByTabIndex()
    {
        ShowSkinBtn();
        switch (functionOrder)
        {
            case 0:
 
                //培养
                if (UIManager.Instance.IsOpened<HeroTrainWin>())
                {
                    UIManager.Instance.CloseWindow<HeroTrainWin>();
                }
                currentSubUI = UIManager.Instance.OpenWindow<HeroTrainWin>();
 
                if (GetSortingOrder() < currentSubUI.GetSortingOrder())
                {
                    SetSortingOrder(currentSubUI.GetSortingOrder() + 1);
                }
                break;
            case 1:
                //突破
                if (UIManager.Instance.IsOpened<HeroTrainWin>())
                {
                    UIManager.Instance.CloseWindow<HeroTrainWin>();
                }
                currentSubUI = UIManager.Instance.OpenWindow<HeroTrainWin>(1);
 
                if (GetSortingOrder() < currentSubUI.GetSortingOrder())
                {
                    SetSortingOrder(currentSubUI.GetSortingOrder() + 1);
                }
                break;
            case 2:
                //皮肤
                currentSubUI = UIManager.Instance.OpenWindow<HeroSkinWin>();
 
                if (GetSortingOrder() < currentSubUI.GetSortingOrder())
                {
                    SetSortingOrder(currentSubUI.GetSortingOrder() + 1);
                }
                break;
            default:
                Debug.LogWarning("未知的标签索引: " + functionOrder);
                break;
        }
 
    }
 
    //有的武将没有皮肤
    public void ShowSkinBtn()
    {
        if (string.IsNullOrEmpty(HeroUIManager.Instance.selectHeroGuid))
        {
            return;
        }
        var config = HeroManager.Instance.GetHero(HeroUIManager.Instance.selectHeroGuid).heroConfig;
        tabButtons[2].SetActive(config.SkinIDList.Length > 1);
    }
 
    void LateUpdate()
    {
        if (currentSubUI == null) return;
        if (GetSortingOrder() < currentSubUI.GetSortingOrder())
        {
            SetSortingOrder(currentSubUI.GetSortingOrder() + 1);
        }
    }
}