using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using GCGame.Table;

public class PrivilegePerMissionAttrDescItem : MonoBehaviour {

    public List<Sprite> _BGSpriteList;
    public Image _BG;
    private List<PrivilegePerMissionVipAttrItem> attrItemList;
    public Text _TypeName;
    public void InitItem(int _FuncId, int _Index)
    {
        _BG.overrideSprite = _BGSpriteList[_Index % 2];
        if (attrItemList == null)
        {
            attrItemList = new List<PrivilegePerMissionVipAttrItem>();
            for(int index = 0; index < gameObject.GetComponentsInChildren<PrivilegePerMissionVipAttrItem>().Length; index++)
            {
                attrItemList.Add(gameObject.GetComponentsInChildren<PrivilegePerMissionVipAttrItem>()[index]);
            }
        }

        var funcTab = TableManager.GetPrivilegeFunctionByID(_FuncId, 0);
        if(funcTab == null)
        {
            if(gameObject.activeInHierarchy)
                gameObject.SetActive(false);
            return;
        }

        var privilegeTypeNameTab = TableManager.GetPrivilegeTypeDescByID(funcTab.PrivilegeId, 0);
        if(privilegeTypeNameTab == null)
        {
            if (gameObject.activeInHierarchy)
                gameObject.SetActive(false);
            return;
        }

        if (!gameObject.activeInHierarchy)
            gameObject.SetActive(true);

        _TypeName.text = privilegeTypeNameTab.Name;
        for(int index = 0; index < attrItemList.Count; index++)
        {
            attrItemList[index].InitItem(funcTab.GetVipbyIndex(index), funcTab.PrivilegeId);
        }
    }
}