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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
 
/// <summary>
/// 武将布阵: 如果可以同时打开多个布阵界面 则使用 functionOrder:布阵类型
/// </summary>
public class HeroPosWin : UIBase
{
    [SerializeField] Text[] attrOnList; //上阵属性加成
    [SerializeField] Image countryOnImg;    //上阵阵型激活国家
    [SerializeField] List<Image> OnCountImgs;    //上阵数量激活
    [SerializeField] List<Image> scenePosImgs;  //场景布阵位置
    [SerializeField] HeroScenePosCell[] sceneHero;
 
    [SerializeField] GroupButtonEx attackTeamBtn;
    [SerializeField] GroupButtonEx defendTeamBtn;
 
    [SerializeField] Text fightPowerText;   //由客户端自己预算的战力
    [SerializeField] ScrollerController heroListScroller;
    [SerializeField] Transform heroListEmpty;
    [SerializeField] Toggle showConnTipToggleBtn;
    private bool isToggleOn = false;
    [SerializeField] HeroSelectBehaviour fiterManager;  //武将筛选
 
    [SerializeField] Button oneKeyOnBtn;     //一键上阵
    [SerializeField] Button saveBtn;        //保存阵型
    [SerializeField] Button backBtn;      //退出界面
    [SerializeField] GroupButtonEx jjcBtn;       //竞技场
    [SerializeField] GroupButtonEx tttBtn;        //通天塔
    [SerializeField] GroupButtonEx mainFBBtn;     //主线副本
 
    //羁绊
    [SerializeField] HeroConnectionCell connetionForm;
    [SerializeField] HeroHeadBaseCell flyHead;
    [SerializeField] CanvasGroup flyAlphaTween;
 
    Sequence sequence;
 
    protected override void InitComponent()
    {
        attackTeamBtn.AddListener(() =>
        {
            if (HeroUIManager.Instance.selectTeamType == TeamType.Arena)
            {
                return;
            }
 
            HeroUIManager.Instance.selectTeamType = (TeamType)HeroUIManager.Instance.GetSelectTeamTypeByAttackType(0);
            Refresh();
        });
        defendTeamBtn.AddListener(() =>
        {
            if (HeroUIManager.Instance.selectTeamType == TeamType.ArenaDefense)
            {
                return;
            }
            HeroUIManager.Instance.selectTeamType = (TeamType)HeroUIManager.Instance.GetSelectTeamTypeByAttackType(1);
            Refresh();
        });
 
        showConnTipToggleBtn.AddListener((value) =>
        {
            isToggleOn = showConnTipToggleBtn.isOn;
        });
        oneKeyOnBtn.AddListener(OneKeyOnPos);
        saveBtn.AddListener(SaveTeam);
 
        backBtn.AddListener(CloseWindow);
    }
 
 
    protected override void OnPreOpen()
    {
        HeroUIManager.Instance.SortHeroOnTeamList();    //打开界面和保存(服务端)更新阵容是刷新
        heroListScroller.OnRefreshCell += OnRefreshCell;
        HeroUIManager.Instance.OnTeamPosChangeEvent += TeamChangeEvent;
        CreateScroller();
        Refresh();
    }
 
    protected override void OnPreClose()
    {
        heroListScroller.OnRefreshCell -= OnRefreshCell;
    }
 
 
    public override void Refresh()
    {
        OnBattleTeamAttrPer();
        RefreshOnTeamCountry();
        RefreshOnTeamBtn();
        RefreshTeamHero();
        RefreshFlyHead();
 
        if (HeroUIManager.Instance.heroOnTeamSortList.Count == 0)
        {
            heroListEmpty.SetActive(true);
            heroListScroller.SetActive(false);
        }
        else
        {
            heroListEmpty.SetActive(false);
            heroListScroller.SetActive(true);
        }
 
        showConnTipToggleBtn.isOn = isToggleOn;
 
        fiterManager.Display(0, 0, 0, SelectJobCountry);
 
 
        fightPowerText.text = "1234k";
    }
 
    void RefreshFlyHead()
    {
        var flyCanvas = flyAlphaTween.GetComponent<Canvas>();
        flyCanvas.sortingLayerID = canvas.sortingLayerID;
        flyCanvas.sortingOrder = canvas.sortingOrder + 9;
        flyAlphaTween.alpha = 0;
        flyHead.transform.localScale = Vector3.zero;
    }
 
    void SelectJobCountry(int job, int country)
    {
        HeroUIManager.Instance.selectTeamPosJob = job;
        HeroUIManager.Instance.selectTeamPosCountry = country;
        HeroUIManager.Instance.SortHeroOnTeamList();
    }
 
    void OnRefreshCell(ScrollerDataType type, CellView cell)
    {
        var _cell = cell as HeroPosLineCell;
        _cell.Display(cell.index);
    }
 
    void CreateScroller()
    {
        heroListScroller.Refresh();
        for (int i = 0; i < HeroUIManager.Instance.heroOnTeamSortList.Count; i++)
        {
            if (i % 5 == 0)
            {
                heroListScroller.AddCell(ScrollerDataType.Header, i);
            }
        }
        heroListScroller.Restart();
    }
 
    //上阵加成
    void OnBattleTeamAttrPer()
    {
        var valuePer = 0;
        var team = TeamManager.Instance.GetTeam(HeroUIManager.Instance.selectTeamType);
        if (team != null)
        {
            for (int i = 0; i < team.serverHeroes.Length; i++)
            {
                if (team.serverHeroes[i] == null)
                    continue;
                var hero = HeroManager.Instance.GetHero(team.serverHeroes[i].guid);
                if (hero != null)
                {
                    valuePer += hero.GetOnBattleAddPer();
                }
            }
 
        }
        //上阵属性
        for (int i = 0; i < attrOnList.Length; i++)
        {
            attrOnList[i].text = PlayerPropertyConfig.GetFullDescription(new Int2(PlayerPropertyConfig.basePerAttrs[i], valuePer));
        }
    }
 
    //上阵武将国家光环激活
    void RefreshOnTeamCountry()
    {
        Int2 result = HeroUIManager.Instance.GetMaxCountHeroCountry(HeroUIManager.Instance.selectTeamType);
 
        var config = HeroLineupHaloConfig.GetConfig(result.x, result.y);
        if (config == null)
        {
            countryOnImg.SetSprite("heroTeamCountry" + result.x);
            for (int i = 0; i < OnCountImgs.Count; i++)
            {
                OnCountImgs[i].SetActive(false);
            }
        }
        else
        {
            countryOnImg.SetSprite("heroTeamCountry" + result.x);
            for (int i = 0; i < OnCountImgs.Count; i++)
            {
                if (i < result.y)
                {
                    OnCountImgs[i].SetActive(true);
                    OnCountImgs[i].SetSprite("heroTeamCountryPoint" + result.x);
                }
                else
                {
                    OnCountImgs[i].SetActive(false);
                }
            }
        }
 
 
    }
 
    //管理布阵入口按钮:如竞技场是否根据功能显隐,通天塔和主线只有进攻方布阵默认不显示
    void RefreshOnTeamBtn()
    {
        if (HeroUIManager.Instance.selectTeamType == TeamType.Arena ||
            HeroUIManager.Instance.selectTeamType == TeamType.ArenaDefense)
        {
            attackTeamBtn.SetActive(true);
            defendTeamBtn.SetActive(true);
            if (HeroUIManager.Instance.selectTeamType == TeamType.Arena)
            {
                attackTeamBtn.SelectBtn(true);
            }
            else
            {
                defendTeamBtn.SelectBtn(true);
            }
        }
        else
        {
            attackTeamBtn.SetActive(false);
            defendTeamBtn.SetActive(false);
        }
 
    }
 
    void RefreshTeamHero()
    {
        var team = TeamManager.Instance.GetTeam(HeroUIManager.Instance.selectTeamType);
        for (int i = 0; i < sceneHero.Length; i++)
        {
            var teamHero = team.tempHeroes[i];
            if (teamHero == null)
            {
                sceneHero[i].SetActive(false);
            }
            else
            {
                sceneHero[i].SetActive(true);
                sceneHero[i].Display(teamHero.guid, i);
                //按scenePosImgs 顺序排序对应位置
                sceneHero[i].transform.position = scenePosImgs[i].transform.position;
                sceneHero[i].transform.localScale = Vector3.one;
            }
 
        }
        RefreshPosScale();
    }
 
    void RefreshPosScale()
    { 
        for (int i = 0; i < scenePosImgs.Count; i++)
        {
            scenePosImgs[i].transform.localScale = Vector3.one;
        }
    }
 
    /// <summary>
    /// 点击上阵,拖拉,一键等触发;
    /// </summary>
    /// <param name="posList">要刷新的布阵位置</param>
    /// <param name="flyFrom">大于-1代表是点击上阵,需要表现飞行效果</param>
    void TeamChangeEvent(List<int> posList, int flyFrom, Vector3 startPos)
    {
        var team = TeamManager.Instance.GetTeam(HeroUIManager.Instance.selectTeamType);
        foreach (var i in posList)
        {
            var teamHero = team.tempHeroes[i];
            if (teamHero == null)
            {
                sceneHero[i].SetActive(false);
            }
            else
            {
                sceneHero[i].SetActive(true);
                sceneHero[i].Display(teamHero.guid, i, flyFrom >= 0);
                //按scenePosImgs 顺序排序对应位置
                sceneHero[i].transform.position = scenePosImgs[i].transform.position;
                sceneHero[i].transform.localScale = Vector3.one;
 
            }
        }
        RefreshPosScale();
        heroListScroller.m_Scorller.RefreshActiveCellViews();
 
        //表现飞入,连续点击不同头像触发的话则重置
        if (flyFrom > -1)
        {
            var flyHero = HeroManager.Instance.GetHero(HeroUIManager.Instance.heroOnTeamSortList[flyFrom]);
            if (flyHero == null)
                return;
 
            //先停止 sequence
            if (sequence != null)
            {
                sequence.Kill();
            }
            sequence = DOTween.Sequence();
 
 
            flyAlphaTween.alpha = 1;
            flyHead.Init(flyHero.heroId, flyHero.SkinID);
            flyHead.transform.position = startPos;
            var targetPos = scenePosImgs[posList[0]].transform.position;
            flyHead.transform.localScale = Vector3.one;
            sequence.Append(flyHead.transform.DOMove(targetPos, HeroUIManager.clickFlyPosTime).SetEase(Ease.OutQuad))
                .Join(flyHead.transform.DOScale(new Vector3(0.5f, 0.5f, 0.5f), HeroUIManager.clickFlyPosTime).SetEase(Ease.OutQuad))
                .Join(flyAlphaTween.DOFade(0f, HeroUIManager.clickFlyPosTime).SetEase(Ease.OutQuad));
            sequence.onComplete = () => { flyHead.transform.localScale = Vector3.zero; };
        }
    }
 
    void OneKeyOnPos()
    {
        var guidList = HeroUIManager.Instance.SelectRecommend();
        var team = TeamManager.Instance.GetTeam(HeroUIManager.Instance.selectTeamType);
        team.RemoveAllHeroes();
        for (int i = 0; i < guidList.Count; i++)
        {
            team.AddHero(HeroManager.Instance.GetHero(guidList[i]), i);
        }
 
        TeamChangeEvent(new List<int>() { 0, 1, 2, 3, 4, 5 }, -1, Vector3.zero);
 
    }
 
    void SaveTeam()
    {
        var team = TeamManager.Instance.GetTeam(HeroUIManager.Instance.selectTeamType);
        team.SaveTeam();
    }
}