using System.Collections.Generic;
using System.Text;
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.IO;
using System;
using NUnit.Framework;
using Thousandto.Cfg.Data;
using Thousandto.Code.Center;
using Thousandto.Code.Global;
using Thousandto.Code.Logic;
using Thousandto.Core.Asset;
using Thousandto.Core.Base;
using Thousandto.Plugins.Common;
using CoroutinePool = UnityEngine.Gonbest.MagicCube.CoroutinePool;

namespace Funcell.DIY.UniScene
{
    public class BanshuTest : EditorWindow
    {
		[MenuItem("Ares/测试工具/版署测试")]
        static void Init()
        {
            var win = (BanshuTest)EditorWindow.GetWindow(typeof(BanshuTest));
            win.Show();
        }
		private void OnGUI()
        {
			if(GUILayout.Button("检查屏蔽字"))
			{
				Debug.Log ("Start Test");
				string s = "1	东伊运,2	世维会,3	真主,4	安拉";				
				string text = System.IO.File.ReadAllText(@"F:\new1.txt");		//F盘的new1.txt为屏蔽字库		
            	List<string> list = new List<string>(s.Split(','));//视具体使用字符串还是读文本
            	foreach (string t in list)
            	{
	            	//Debug.Log (t);	 
					MSG_Chat.ChatReqCS req = new MSG_Chat.ChatReqCS();
					req.chattype = 0;
					req.recRoleId = 0;
					req.condition = t;
					req.chatchannel = 0;
					req.Send();
					//System.Threading.Thread.Sleep(10);
					CoroutinePool.AddTask(waittime());					
				}
			}
			if(GUILayout.Button("代码测试"))
			{
				Debug.Log ("代码测试开始");
				/*
				GameObject go = GameObject.Find("AccessedArea/TaskScroll/Grid/Task");
                Debug.Log (go.transform.parent.GetChild(0).GetChild(0).GetComponent<UILabel>().text);
				Debug.Log (go.transform.parent.GetChild(1).GetChild(0).GetComponent<UILabel>().text);
				Debug.Log (go.transform.parent.GetChild(2).GetChild(0).GetComponent<UILabel>().text);
				Debug.Log (go.transform.parent.GetChild(3).GetChild(0).GetComponent<UILabel>().text);
				
				LocalPlayer lp = GameCenter.GameSceneSystem.GetLocalPlayer();
				if (lp.IsXState(EntityStateID.PathMove))
				{
					Debug.Log ("寻路中");
					GameCenter.MapLogicSwitch:DoPlayerExitPrepare();
				}
				*/
				Debug.Log ("代码测试结束");
			}
		}
		private IEnumerator waittime()
		{
			Debug.Log ("Wait");
			yield return new WaitForSeconds(0.01f);
		}
    }
}