GuanMingOBJ = {}
GuanMingOBJ.__cname = "GuanMingOBJ"
GuanMingOBJ.config = ssrRequireCsvCfg("cfg_GuanMing")
GuanMingOBJ.cost = {{}}
GuanMingOBJ.give = {{}}

-- [1] = {
--     need = 3000,
--     give = {
--         [1] = {
--             [1] = "冠名大哥[称号]",
--             [2] = 1,
--         },
--         [2] = {
--             [1] = "龙行天下[时装]",
--             [2] = 1,
--         },
--     },
--     title = "冠名大哥",
--     effect = {
--         [1] = 40183,
--         [2] = 63062,
--     },
-- },
-------------------------------↓↓↓ UI操作 ↓↓↓---------------------------------------
function GuanMingOBJ:main(objcfg)
    local parent = GUI:Win_Create(self.__cname, -20, 0, 0, 0, false, false, true, true, true, objcfg.NPCID)
    GUI:LoadExport(parent, objcfg.UI_PATH)
    self._parent = parent
    self.ui = GUI:ui_delegate(parent)
    ssrSetWidgetPosition(parent, self.ui.ImageBG, 2,-60)
    GUI:addOnClickEvent(self.ui.ImageBG, function()
        --ssrPrint("我是防点击穿透")
    end)

    --关闭按钮
    GUI:addOnClickEvent(self.ui.CloseButton, function()
        GUI:Win_Close(self._parent)
    end)
    -- 打开窗口缩放动画
    GUI:Timeline_Window1(self._parent)
    --网络消息示例
    GUI:addOnClickEvent(self.ui.Button_1, function()
        ssrMessage:sendmsg(ssrNetMsgCfg.GuanMing_Request)
    end)

    GuanMingOBJ:UpdateUI()
end

function GuanMingOBJ:UpdateUI()
    for i=1,#GuanMingOBJ.config[1].give do
        local  _Handle = GUI:GetWindow(self.ui.ImageBG,"item"..i)
        if _Handle then
            local item_data = {}
            item_data.index = SL:GetMetaValue("ITEM_INDEX_BY_NAME", GuanMingOBJ.config[1].give[i][1])
            item_data.look  = true
            item_data.bgVisible = false
            item_data.count =   GuanMingOBJ.config[1].give[i][3]
            item_data.color = 250

            GUI:setVisible(_Handle, true)
            GUI:ItemShow_updateItem(_Handle,item_data)
        end
    end

    local Effect_1 = GUI:Effect_Create(self.ui.ImageBG, "Effect_1", 350.00, 160, 4, GuanMingOBJ.config[1].effect[1], 0, 0, 2, 1)
    GUI:setTag(Effect_1, 0)

    -- Create Effect_1
    Effect_1 = GUI:Effect_Create(self.ui.ImageBG, "Effect_2", 370.00, 320.00, 0, GuanMingOBJ.config[1].effect[2], 0, 0, 0, 1)
    GUI:setTag(Effect_1, 0)

end

-------------------------------↓↓↓ 网络消息 ↓↓↓---------------------------------------
function GuanMingOBJ:SyncResponse(arg1, arg2, arg3, data)
    if GUI:GetWindow(nil, self.__cname) then
        self:UpdateUI()
    end
end
return GuanMingOBJ
    local ui = {}
    local _V = function(v) return SL:GetMetaValue(v) end
    local FUNCQUEUE = {}
    local TAGOBJ = {}
    
    function ui.init(parent, __data__, __update__)
    	if __update__ then return ui.update(__data__) end
    	-- Create ImageBG
    	local ImageBG = GUI:Image_Create(parent, "ImageBG", 103.00, 33.00, "res/custom/guanming/bgk.png")
    	GUI:setAnchorPoint(ImageBG, 0.00, 0.00)
    	GUI:setTouchEnabled(ImageBG, false)
    	GUI:setTag(ImageBG, -1)
    
    	-- Create CloseButton
    	local CloseButton = GUI:Button_Create(ImageBG, "CloseButton", 1004.00, 458.00, "res/custom/guanming/close.png")
    	GUI:Button_setTitleText(CloseButton, [[]])
    	GUI:Button_setTitleColor(CloseButton, "#ffffff")
    	GUI:Button_setTitleFontSize(CloseButton, 14)
    	GUI:Button_titleEnableOutline(CloseButton, "#000000", 1)
    	GUI:setAnchorPoint(CloseButton, 0.00, 0.00)
    	GUI:setTouchEnabled(CloseButton, true)
    	GUI:setTag(CloseButton, -1)
    
    	-- Create Button_1
    	local Button_1 = GUI:Button_Create(ImageBG, "Button_1", 683.00, 45.00, "res/custom/guanming/button.png")
    	GUI:Button_setTitleText(Button_1, [[]])
    	GUI:Button_setTitleColor(Button_1, "#ffffff")
    	GUI:Button_setTitleFontSize(Button_1, 16)
    	GUI:Button_titleDisableOutLine(Button_1)
    	GUI:setAnchorPoint(Button_1, 0.00, 0.00)
    	GUI:setTouchEnabled(Button_1, true)
    	GUI:setTag(Button_1, 0)
    
    	-- Create item1
    	local item1 = GUI:ItemShow_Create(ImageBG, "item1", 728.00, 200.00, {index = 1, count = 1, look = true, bgVisible = false})
    	GUI:setAnchorPoint(item1, 0.50, 0.50)
    	GUI:setTag(item1, 0)
    
    	-- Create item2
    	local item2 = GUI:ItemShow_Create(ImageBG, "item2", 849.00, 200.00, {index = 1, count = 1, look = true, bgVisible = false})
    	GUI:setAnchorPoint(item2, 0.50, 0.50)
    	GUI:setTag(item2, 0)
    
    	ui.update(__data__)
    	return ImageBG
    end
    
    function ui.update(data)
    	for _, func in pairs(FUNCQUEUE) do
    		if func then func(data) end
    	end
    end
    
    return ui
      local GuanMing = {}
      GuanMing.ID = "冠名"
      local npcID = 117
      GuanMing.config = include("QuestDiary/cfgcsv/cfg_GuanMing.lua") --配置
      local cost = {{}}
      local give = {{}}
      --接收请求
      function GuanMing.Request(actor)
          local receive = getflagstatus(actor,VarCfg["F_冠名领取"])
          if receive == 1 then
              Player.sendmsgEx(actor, "提示#251|:#255|你已经领取过冠名了!")
              return ""
          end
      
          if getplaydef(actor,VarCfg["U_真实充值"] ) < GuanMing.config[1].need then
              Player.sendmsgEx(actor, "提示#251|:#255|你的累计充值少于"..GuanMing.config[1].need.."元,无法领取!")
              return ""
          end
      
          if getbagblank(actor) < 10 then
              Player.sendmsgEx(actor, "提示#251|:#255|请给背包留足够的位置,在领取!")
              return ""
          end
      
          --if not checktitle(actor,GuanMing.config[1].title) then
          --    confertitle(actor,GuanMing.config[1].title,1)
          --end
          --release_print(tbl2json(GuanMing.config[1].give[2]))
          sendmail("#"..getbaseinfo(actor,1),1,"冠名奖励","恭喜获得冠名奖励,称号直接配带,此处只发放时装",GuanMing.config[1].give[1][1].."#"..GuanMing.config[1].give[1][2].."#307&"..GuanMing.config[1].give[2][1].."#"..GuanMing.config[1].give[2][2].."#307")
          --Player.giveItemByTable(actor, {GuanMing.config[1].give[2]}, "冠名奖励", 1, true)
          setflagstatus(actor,VarCfg["F_冠名领取"],1)
          Player.sendmsgEx(actor, "提示#251|:#255|领取冠名成功!")
          return ""
      end
      --同步消息
       function GuanMing.SyncResponse(actor, logindatas)
           local data = {}
           local _login_data = {ssrNetMsgCfg.GuanMing_SyncResponse, 0, 0, 0, data}
           if logindatas then
               table.insert(logindatas, _login_data)
           else
               Message.sendmsg(actor, ssrNetMsgCfg.GuanMing_SyncResponse, 0, 0, 0, data)
           end
       end
      --登录触发
      local function _onLoginEnd(actor, logindatas)
       GuanMing.SyncResponse(actor, logindatas)
      end
      -- --事件派发
      GameEvent.add(EventCfg.onLoginEnd, _onLoginEnd, GuanMing)
      --注册网络消息
      Message.RegisterNetMsg(ssrNetMsgCfg.GuanMing, GuanMing)
      return GuanMing
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