using System.Collections.Generic;
using Cute;
using LitJson;
using UnityEngine;
using Wizard;

public class ClassCharaPrm
{
	public enum MotionType
	{
		idle = 1,
		positive,
		negative,
		extra,
		damage,
		think,
		greet,
		shock,
		positive_2,
		negative_2,
		extra_2,
		extra_3,
		negative_2_a,
		damege_a,
		extra_1_a,
		extra_1_b,
		extra_1_c,
		extra_2_a,
		extra_2_b,
		extra_2_c,
		z_extra_2,
		z_damage,
		z_greet,
		z_idle,
		z_negative,
		z_negative_2,
		z_negative_2_a,
		z_positive,
		z_positive_2,
		z_shock,
		z_think
	}

	public enum FaceType
	{
		skin_01 = 1,
		skin_02,
		skin_03,
		skin_04,
		skin_05,
		skin_06,
		skin_07,
		skin_08,
		skin_09,
		skin_10
	}

	public enum EmotionType
	{
		NULL,
		GREET,
		THANK,
		APOLOGY,
		PRAISE,
		SURPRISE,
		CONFUSE,
		WORRY,
		PROVOCATION,
		EXTRA1,
		EXTRA2,
		EXTRA3,
		BATTLESTART_DIFF,
		BATTLESTART_SAME,
		WIN,
		LOSE,
		SURRENDER_LOSE,
		EVOLUTION_1,
		EVOLUTION_2,
		EVOLUTION_3,
		DAMAGE_S_1,
		DAMAGE_S_2,
		DAMAGE_S_3,
		DAMAGE_L_1,
		DAMAGE_L_2,
		IDLE_1,
		IDLE_2,
		IDLE_3,
		SELECT,
		STORY_LOSE,
		LEADER_SELECT,
		NEGOTIATION_1,
		NEGOTIATION_2,
		NEGOTIATION_3,
		PLAYER_TURN_START_1
	}

	private static readonly Dictionary<CardBasePrm.ClanType, eColorCodeId> OUTLINE_COLOR = new Dictionary<CardBasePrm.ClanType, eColorCodeId>
	{
		{
			CardBasePrm.ClanType.MIN,
			eColorCodeId.CLASS_ELF_OUTLINE
		},
		{
			CardBasePrm.ClanType.ROYAL,
			eColorCodeId.CLASS_ROYAL_OUTLINE
		},
		{
			CardBasePrm.ClanType.WITCH,
			eColorCodeId.CLASS_WITCH_OUTLINE
		},
		{
			CardBasePrm.ClanType.DRAGON,
			eColorCodeId.CLASS_DRAGON_OUTLINE
		},
		{
			CardBasePrm.ClanType.NECRO,
			eColorCodeId.CLASS_NECROMANCER_OUTLINE
		},
		{
			CardBasePrm.ClanType.VAMPIRE,
			eColorCodeId.CLASS_VANPIRE_OUTLINE
		},
		{
			CardBasePrm.ClanType.BISHOP,
			eColorCodeId.CLASS_BISHOP_OUTLINE
		},
		{
			CardBasePrm.ClanType.NEMESIS,
			eColorCodeId.CLASS_NEMESIS_OUTLINE
		},
		{
			CardBasePrm.ClanType.SHADOW,
			eColorCodeId.CLASS_SHADOW_OUTLINE
		}
	};

	private int _defaultCharaId;

	private int _currentCharaId;

	private int ClassCharaLv;

	private int ClassCharaExp;

	private int ClassCharaBattleCount;

	private int ClassCharaWin;

	public ClassCharacterMasterData DefaultCharaData => GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_defaultCharaId);

	public ClassCharacterMasterData CurrentCharaData
	{
		get
		{
			ClassCharacterMasterData classCharacterMasterData = GameMgr.GetIns().GetDataMgr().GetCharaPrmByCharaId(_currentCharaId);
			if (classCharacterMasterData == null)
			{
				classCharacterMasterData = DefaultCharaData;
			}
			return classCharacterMasterData;
		}
	}

	public bool IsRandomLeaderSkin { get; set; }

	public List<int> LeaderSkinIdList { get; private set; } = new List<int>();

	public string EmoteNameGreet { get; set; }

	public string TextIdGreet { get; set; }

	public string VoiceIdGreet { get; set; }

	public string EmoteNameThank { get; set; }

	public string TextIdThank { get; set; }

	public string VoiceIdThank { get; set; }

	public string EmoteNameApology { get; set; }

	public string TextIdApology { get; set; }

	public string VoiceIdApology { get; set; }

	public string EmoteNamePraise { get; set; }

	public string TextIdPraise { get; set; }

	public string VoiceIdPraise { get; set; }

	public string EmoteNameSurprise { get; set; }

	public string TextIdSurprise { get; set; }

	public string VoiceIdSurprise { get; set; }

	public string EmoteNameConfuse { get; set; }

	public string TextIdConfuse { get; set; }

	public string VoiceIdConfuse { get; set; }

	public string EmoteNameWorry { get; set; }

	public string TextIdWorry { get; set; }

	public string VoiceIdWorry { get; set; }

	public string EmoteNameProvocation { get; set; }

	public string TextIdProvocation { get; set; }

	public string VoiceIdProvocation { get; set; }

	public void SetDefaultCharaId(int charaId)
	{
		_defaultCharaId = charaId;
	}

	public void SetCurrentCharaId(int charaId)
	{
		_currentCharaId = charaId;
	}

	public void SetClassCharaLv(int classlv)
	{
		ClassCharaLv = classlv;
	}

	public void SetClassCharaExp(int classexp)
	{
		ClassCharaExp = classexp;
	}

	public void SetClassCharaBattleCount(int classbattlecnt)
	{
		ClassCharaBattleCount = classbattlecnt;
	}

	public void AddClassCharaBattleCount()
	{
		ClassCharaBattleCount++;
	}

	public void SetClassCharaWin(int classwin)
	{
		ClassCharaWin = classwin;
	}

	public void AddClassCharaWin()
	{
		ClassCharaWin++;
	}

	public void SetLeaderRandomSkinIdList(JsonData skinIdList)
	{
		LeaderSkinIdList.Clear();
		for (int i = 0; i < skinIdList.Count; i++)
		{
			LeaderSkinIdList.Add(skinIdList[i].ToInt());
		}
	}

	public int GetClassCharaLv()
	{
		return ClassCharaLv;
	}

	public int GetClassCharaExp()
	{
		return ClassCharaExp;
	}

	public int GetClassCharaBattleCount()
	{
		return ClassCharaBattleCount;
	}

	public int GetClassCharaWin()
	{
		return ClassCharaWin;
	}

	public static Texture GetClassIconTexture(int clan_id)
	{
		return Toolbox.ResourcesManager.LoadObject(Toolbox.ResourcesManager.GetAssetTypePath("class_card_" + clan_id.ToString("00"), ResourcesManager.AssetLoadPathType.CardFrameClassIcon, isfetch: true)) as Texture;
	}

	public static bool IsEvolutionEmotionType(EmotionType type)
	{
		if ((uint)(type - 17) <= 2u)
		{
			return true;
		}
		return false;
	}

	public static string GetIconSpriteName(CardBasePrm.ClanType inClassId)
	{
		int num = (int)inClassId;
		return "icon_class_color_" + num.ToString("00");
	}

	public static string GetLargeIconSpriteName(CardBasePrm.ClanType inClassId)
	{
		int num = (int)inClassId;
		return "icon_class_color_large_" + num.ToString("00");
	}

	public static string GetNameText(CardBasePrm.ClanType inClassId)
	{
		return Data.SystemText.Get("Common_" + ((int)(104 + inClassId)).ToString("0000"));
	}

	public static void SetClassLabelSetting(UILabel inLabel, CardBasePrm.ClanType inClassId)
	{
		inLabel.effectStyle = LabelDefine.OUTLINE_STYLE_CLASS_NAME;
		inLabel.effectDistance = LabelDefine.OUTLINE_DISTANCE_CLASS_NAME;
		inLabel.effectColor = ColorCode.Get(OUTLINE_COLOR[inClassId]);
	}

	public void SetParamWithUserClassJson(JsonData classJson)
	{
		IsRandomLeaderSkin = classJson["is_random_leader_skin"].ToBoolean();
		SetClassCharaLv(classJson["level"].ToInt());
		SetClassCharaExp(classJson["exp"].ToInt());
		SetCurrentCharaId(classJson["leader_skin_id"].ToInt());
		SetDefaultCharaId(classJson["default_leader_skin_id"].ToInt());
		SetLeaderRandomSkinIdList(classJson["leader_skin_id_list"]);
	}
}
