using System;
using System.Collections.Generic;
using I2.Loc;
using UnityEngine;
using wf;

namespace SceneEditWindow
{
	[AddComponentMenu("SceneEditWindow/PresetSaveWindow")]
	public class PresetSaveWindow : BasePhotoWindow
	{
		public override string windowName
		{
			get
			{
				return "PresetSaveIconWindow";
			}
		}

		public override void Awake()
		{
			base.Awake();
			for (int i = 0; i < PresetSaveWindow.termNames.Length; i++)
			{
				UIWFTabButton uiwftabButton = this.CreateItemObject(this.itemGrit.gameObject, PresetSaveWindow.termNames[i]);
				uiwftabButton.name = i.ToString();
				EventDelegate.Add(uiwftabButton.onClick, delegate()
				{
					this.OnClickItem((PresetSaveWindow.SaveType)int.Parse(UIButton.current.name));
				});
			}
			this.UpdateChildren();
		}

		protected virtual void OnDestroy()
		{
			foreach (KeyValuePair<string, Texture> keyValuePair in this.texDic)
			{
				UnityEngine.Object.DestroyImmediate(keyValuePair.Value);
			}
			this.texDic.Clear();
		}

		protected void OnClickItem(PresetSaveWindow.SaveType type)
		{
			if (this.onClickPresetSaveEvent != null)
			{
				this.onClickPresetSaveEvent(type);
			}
		}

		protected UIWFTabButton CreateItemObject(GameObject parent, string termName)
		{
			GameObject gameObject = Utility.CreatePrefab(parent, "SceneEdit/WindowParts/PresetSaveItem", true);
			gameObject.GetComponentInChildren<Localize>().SetTerm(termName);
			return gameObject.GetComponent<UIWFTabButton>();
		}

		public static readonly string[] termNames = new string[]
		{
			"SceneEdit/プリセット/スプライト/体と服80",
			"SceneEdit/プリセット/スプライト/服80",
			"SceneEdit/プリセット/スプライト/体80"
		};

		[SerializeField]
		public SceneEdit sceneEdit;

		[SerializeField]
		private UIGrid itemGrit;

		public Action<PresetSaveWindow.SaveType> onClickPresetSaveEvent;

		private Dictionary<string, Texture> texDic = new Dictionary<string, Texture>();

		public enum SaveType
		{
			All,
			ClothesOnly,
			BodyOnly
		}
	}
}
