using FairyGUI;
using UI.DressUp;
using UI.Main;
using System.Collections.Generic;
using UnityEngine;
using UI.ClothingSynthetic;
using ET;
namespace GFGGame
{
public class GuideController
{
public static bool IsGuide()
{
if (!GameGlobal.isEnterGame) return false;//未进入游戏
bool isAllGuideFinish = false;
for (int i = 0; i < GuideCfgArray.Instance.dataArray.Length; i++)
{
if (GuideDataManager.IsGuideFinish(GuideCfgArray.Instance.dataArray[i].key) <= 0)
{
isAllGuideFinish = false;
break;
}
isAllGuideFinish = true;
}
bool isGuide = GameGlobal.skipGuide == false && !isAllGuideFinish;
return isGuide;
}
///
/// 检测当前角色等级是否有引导开启,若有则返回引导id
///
///
public static string CheckHasRoleLvGuideOpen()
{
GuideCfg[] guideCfgs = GuideCfgArray.Instance.dataArray;
for (int i = 0; i < guideCfgs.Length; i++)
{
if (guideCfgs[i].roleLv <= 0) continue;
bool isFinishCurId = StorageDataManager.Instance.GetStorageValue(ConstStorageId.STORAGE_GUIDE + guideCfgs[i].id) > 0;
if (!isFinishCurId)
{
return guideCfgs[i].viewName;
}
}
return "";
}
public static bool TryGuide(GObject target, string guideKey, int index, string guideStr = null, int listIndex = -1, bool checkPriorIndex = true, int yTxt = 0, float devWidth = 0, float devHeight = 0, bool showAni = true, bool checkChapterPass = false, bool isOptionalGuide = false)
{
GuideCfg cfg = GuideCfgArray.Instance.GetCfg(guideKey);
bool isStoryLevelGuide = cfg.storyLevelId > 0;
bool isFinishCurId = StorageDataManager.Instance.GetStorageValue(ConstStorageId.STORAGE_GUIDE + cfg.id) > 0;//当前引导未完成
bool isFinishPriorId = cfg.priorId <= 0 || StorageDataManager.Instance.GetStorageValue(ConstStorageId.STORAGE_GUIDE + cfg.priorId) > 0;//前置引导已完成
bool isFinishCurIndex = GuideDataManager.IsGuideIndexFinish(cfg.id, index) == true;//当前index未完成
bool isFinishPriorIndex = !checkPriorIndex || checkPriorIndex && GuideDataManager.IsGuideIndexFinish(cfg.id, index - 1) == true;//前置index已完成
bool isCfgChapterOpen = MainStoryDataManager.CheckLevelUnlock(cfg.storyLevelId);//引导配置关卡已开启
if (checkChapterPass && !isCfgChapterOpen)
{//cfg.storyLevelId为当前关卡,通关时 MainStoryDataManager.currentLevelCfgId为下一章的第一关,但下一章有可能因为角色等级不足未开启,会导致引导无法正常开启,所以添加是否通关检测
StoryLevelCfg levelCfg = StoryLevelCfgArray.Instance.GetCfg(cfg.storyLevelId);
if (levelCfg.chapterId - 1 > 0)
{
isCfgChapterOpen = MainStoryDataManager.CheckNeedChapterPass(levelCfg.chapterId - 1, out int needChapterId);
}
}
bool isCfgChapter = MainStoryDataManager.currentLevelCfgId == 0 || MainStoryDataManager.currentLevelCfgId == cfg.storyLevelId;//无选择(进入游戏时无选择)或当前所选择为配置关卡
bool isRoleLvGuide = cfg.roleLv > 0;
bool iscurRoleLv = RoleDataManager.lvl >= cfg.roleLv;
if (isStoryLevelGuide && !isFinishCurId && isFinishPriorId && !isFinishCurIndex && isFinishPriorIndex && isCfgChapterOpen && isCfgChapter || !isStoryLevelGuide && !isRoleLvGuide && !isFinishCurId || isRoleLvGuide && !isFinishCurId && iscurRoleLv)
{
GuideDataManager.currentGuideId = cfg.id;
GuideDataManager.currentGuideIdIndex = index;
GuideDataManager.SetGuideIndex(cfg.id, index);
if (listIndex >= 0)
{
if (target.asList.numItems > 0)
{
GObject item = (target.asList).GetChildAt(listIndex);
if (item != null)
{
target = item;
// target.asList.ScrollToView(listIndex);
}
}
else
{
return false;
}
}
bool _isOptionalGuide = isOptionalGuide ? isOptionalGuide : cfg.optionalGuide == 1;
ShowGuideByIndex(target, guideStr, yTxt, _isOptionalGuide, devWidth, devHeight, GuideDataManager.currentGuideId, GuideDataManager.currentGuideIdIndex, showAni);
if (!checkPriorIndex)
{
for (int i = 1; i < index; i++)
{
GuideDataManager.TryCompleteGuideIndex(cfg.id, i, false);
}
}
return true;
}
return false;
}
private static void ShowGuideByIndex(GObject target, string guideStr = null, int yTxt = 0, bool isOptionalGuide = false, float devWidth = 0, float devHeight = 0, int guideId = 0, int index = 0, bool showAni = true)
{
HideGuide();
if (GameGlobal.skipGuide)
{
return;
}
ViewManager.Show(ViewName.GUIDE_VIEW, new List