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

namespace ET.Client
{
    [ComponentOf(typeof(UI))]
    public class UIStartFightRoomPlayerCom
    {
        public GameObject playerObj;
        public Image playerIcon;
        public GameObject readyImage;
        public Text playName;

        public GameObject fightCardNode;
        public GameObject disCardsNode;
        public GameObject haveBeenOutContentNode;
    }

    [ComponentOf(typeof(UI))]
    public class UIFightCardItemComponent
    {
        public GameObject node;
        public GameObject sourceItem;
    }

    [ComponentOf(typeof(UI))]
	public class UIStartFightRoomComponent : Entity, IAwake, IDestroy
    {
		public GameObject houseIcon;
		public GameObject houseIdTxt;
		public GameObject gameNumTxt;
		public GameObject curResidueTxt;

		public GameObject wifiImage;
        public GameObject powerImage;
        public Text timeTxt;
        public GameObject menuBtn;
        public GameObject faceBtn;
        public GameObject videoBtn;

        public GameObject menuPanel;
        public GameObject maskBtn;
        public GameObject menuBackBtn;
        public GameObject menuQuitBtn;
        public GameObject menuSettingBtn;

        public GameObject facePanel;
        public GameObject fastToggleBtn;
        public GameObject faceToggleBtn;

        public GameObject listFastGridBg;
        public GameObject listFastContent;
        public GameObject gridFastItem;

        public GameObject listFaceGridBg;
        public GameObject listFaceContent;
        public GameObject gridFaceItem;

        public List<UIStartFightRoomPlayerCom> uIStartFightRoomPlayerComs = new List<UIStartFightRoomPlayerCom>();
        public GameObject fightCardItem; //上下
        public GameObject fightCardItem1; //左右
        public GameObject readyBtn;
        public GameObject inviteBtn;
        public GameObject faceAndVideoObj;
        public GameObject facePanelCloseBtn;

        //战斗聊天弹框
        public List<GameObject> playChatObjList = new List<GameObject>();

        public Image shakeDiceImage;
        public Text timeCountTxt;

        public Text dongTxt;
        public Text nanTxt;
        public Text xiTxt;
        public Text beiTxt;

        //操作
        public GameObject operatorObj;
        public List<GameObject> operatorObj_btn = new List<GameObject>();

        public long RepeatedTimer;

        public long startTimer;
        public long startTimeCount = 0; //用于开始倒计时,以及每个回合倒计时

        public string[] orientationList = new string[4] { "东","南","西","北"};
    }
}