using ET;
using FairyGUI;
using System;
using System.Collections.Generic;
using UI.ActivityWanShiLi;
using UnityEngine;
namespace GFGGame
{
    public class ActivityWanShiLiView : BaseWindow
    {
        private UI_ActivityWanShiLiUI _ui;
        private int _minProgressOffset = 11;
        private int _maxProgressOffset = -11;
        private ActivityInfo _activityInfo;
        private ActivityRecharge2Cfg[] _rechargeCfgs;
        private EffectUI effect;
        public override void Dispose()
        {
            EffectUIPool.Recycle(effect);
            effect = null;
            if (_ui != null)
            {
                _ui.Dispose();
                _ui = null;
            }
            base.Dispose();
        }
        protected override void OnInit()
        {
            base.OnInit();
            packageName = UI_ActivityWanShiLiUI.PACKAGE_NAME;
            _ui = UI_ActivityWanShiLiUI.Create();
            this.viewCom = _ui.target;
            this.viewCom.Center();
            this.modal = true;
            _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
            _rechargeCfgs = ActivityRecharge2CfgArray.Instance.GetCfgsByactivityId(_activityInfo.ActivityId).ToArray();
            InitProgressValueList();
            InitReward();
            _ui.m_btnBack.onClick.Add(Hide);
            effect = EffectUIPool.CreateEffectUI(_ui.m_holder, "ui_Activity", "Activity_18_CQ");
        }
        protected override void AddEventListener()
        {
            base.AddEventListener();
            EventAgent.AddEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
            EventAgent.AddEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
        }
        protected override void RemoveEventListener()
        {
            base.RemoveEventListener();
            EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_REWARD_ADD, UpdateView);
            EventAgent.RemoveEventListener(ConstMessage.ACTIVITY_COUNT_VALUE_CHANGE, UpdateView);
        }
        protected override void OnShown()
        {
            base.OnShown();
            UpdateView();
            UpdateTime(null);
            Timers.inst.Add(1, 0, UpdateTime);
        }
        protected override void OnHide()
        {
            base.OnHide();
            Timers.inst.Remove(UpdateTime);
        }
        private int[] _progressValuePart;
        private int _partNum = 4;
        /// 
        /// 计算奖励的分段列表
        /// 
        private void InitProgressValueList()
        {
            if(_rechargeCfgs.Length == 0)
            {
                return;
            }
            _progressValuePart = new int[_partNum];
            _ui.m_progress.target.max = _rechargeCfgs[_rechargeCfgs.Length - 1].value;
            int max = (int)_ui.m_progress.target.max;
            int average = (int)Mathf.Ceil((float)(_ui.m_progress.target.max / (_partNum - 1)));
            _progressValuePart[0] = 0;
            _progressValuePart[_partNum - 1] = max;
            for (int i = 1; i < _partNum - 1; i++)
            {
                _progressValuePart[i] = i * average;
            }
        }
        /// 
        /// 初始化奖励的UI
        /// 
        private void InitReward()
        {
            if (_rechargeCfgs.Length == 0)
            {
                return;
            }
            for (int i = 0; i < _partNum; i++)
            {
                GObject gift = _ui.target.GetChild("DBGiftItem" + i);
                // 大奖icon
                UI_item item = UI_item.Proxy(gift);
                item.m_icon.url = ResPathUtil.GetIconPath(ItemCfgArray.Instance.GetCfg(_rechargeCfgs[i].bonusArr[0][0]));
                gift.data = _rechargeCfgs[i].bonusArr[0][0];
                UI_item.ProxyEnd();
                // 进度条分段值Text
                GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
                UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
                bonus.m_count.text = _rechargeCfgs[i].value.ToString();
                UI_ComProBonus2.ProxyEnd();
            }
        }
        private void UpdateProgress()
        {
            int max = (int)_ui.m_progress.target.max;
            long count = _activityInfo.CountValue;
            int index = 1;
            // 确定count的区间
            if (count == 0 || count >= max)
            {
                _ui.m_progress.target.value = Mathf.Min(count, max);
                index = (count == 0 ? 0 : _partNum - 1);
            }
            else
            {
                for (; index < _progressValuePart.Length; index++)
                {
                    if (count < _progressValuePart[index])
                    {
                        --index;
                        break;
                    }
                }
                // 计算进度条最小取值和最大取值,避免因为图标遮挡造成视觉错误
                int minProgressValue = _progressValuePart[index] + _minProgressOffset;
                int maxProgressValue = _progressValuePart[index + 1] + _maxProgressOffset;
                if (count == _progressValuePart[index] || count == _progressValuePart[index + 1])
                {
                    _ui.m_progress.target.value = count;
                }
                else
                {
                    _ui.m_progress.target.value = Mathf.Clamp(count, minProgressValue, maxProgressValue);
                }
            }
            // 检测玩家是否领取奖励
            UpdateRewardState(index);
        }
        private void UpdateTime(object param)
        {
            long curTime = TimeHelper.ServerNow();
            var activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
            if (activityInfo != null)
            {
                long endTime = activityInfo.EndTime;
                _ui.m_txtTime.text = TimeUtil.FormattingTimeTo_DDHHmm(endTime - curTime);
            }
        }
        private void UpdateView()
        {
            _activityInfo = ActivityGlobalDataManager.Instance.GetActivityInfoOneByType(ActivityType.WanShiLi);
            UpdateProgress();
        }
        private struct GetState
        {
            public int rewardID;
            public bool canGet;
        }
        /// 
        /// 更新奖励状态
        /// 
        /// 玩家可领取的最大奖励index
        private void UpdateRewardState(int index)
        {
            if (_rechargeCfgs.Length == 0)
            {
                return;
            }
            for (int i = 0; i < _partNum; i++)
            {
                GObject gift = _ui.target.GetChild("DBGiftItem" + i);
                bool arrive = (i <= index);
                GObject progressItem = _ui.m_progress.target.GetChild("comProBonus" + i);
                UI_ComProBonus2 bonus = UI_ComProBonus2.Proxy(progressItem);
                // 下方礼物icon加上data
                bonus.target.data = new GetState
                {
                    rewardID = _rechargeCfgs[i].id,
                    canGet = arrive
                };
                UI_item item = UI_item.Proxy(gift);
                item.m_c1.SetSelectedIndex(0);
                // 大奖icon加上data
                item.target.data = new GetState
                {
                    rewardID = _rechargeCfgs[i].id,
                    canGet = arrive
                };
                // 玩家已经达到的奖励
                if (arrive)
                {
                    // 已领
                    if (_activityInfo.GetRewards.IndexOf(_rechargeCfgs[i].id) >= 0)
                    {
                        item.m_c1.SetSelectedIndex(1);
                        bonus.m_state.SetSelectedIndex(2);
                        bonus.target.touchable = false;
                        item.target.touchable = false;
                        // 隐藏红点
                        RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
                        RedDotController.Instance.SetComRedDot(item.target, false);
                    }
                    // 未领
                    else
                    {
                        bonus.m_state.SetSelectedIndex(0);
                        bonus.target.touchable = true;
                        item.target.touchable = true;
                        // 显示红点
                        RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, true);
                        RedDotController.Instance.SetComRedDot(item.target, true);
                    }
                }
                else
                {
                    bonus.target.touchable = true;
                    item.target.touchable = true;
                    bonus.m_state.SetSelectedIndex(1);
                    
                    // 隐藏红点
                    RedDotController.Instance.SetComRedDot(bonus.m_loaIcon, false);
                    RedDotController.Instance.SetComRedDot(item.target, false);
                }
                progressItem.onClick.Set(OnGiftClick);
                item.target.onClick.Set(OnGiftClick);
                UI_ComProBonus2.ProxyEnd();
                UI_item.ProxyEnd();
            }
        }
        /// 
        /// 点击最下方的礼物icon
        /// 
        /// 
        private void OnGiftClick(EventContext eventContext)
        {
            GObject gObject = eventContext.sender as GObject;
            GetState getState = (GetState)(gObject.data);
            if (getState.canGet)
            {
                ActivityGlobalSProxy.ReqGetActivityBonus(_activityInfo.ActivityId, getState.rewardID).Coroutine();
            }
            else
            {
                // 显示奖励详细列表
                ActivityRecharge2Cfg _rechargeCfgs = ActivityRecharge2CfgArray.Instance.GetCfg(getState.rewardID);
                ViewManager.Show(_rechargeCfgs.bonusArr);
            }
        }
    }
}