using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;

public class AxiProjectTools : EditorWindow
{
    static string cachecfgPath = "Assets/AxiComToolCache.asset";
    static string toolSenceName = "AxiProjectTools";
    static string outCsDir = Application.dataPath + "/AxiCom/";
    static Dictionary<string, AxiPrefabCache_Com2GUID> ComType2GUID = new Dictionary<string, AxiPrefabCache_Com2GUID>();

    static void GoTAxiProjectToolsSence()
    {
        string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
        foreach (string guid in sceneGuids)
        {
            string path = AssetDatabase.GUIDToAssetPath(guid);
            if (path.Contains(toolSenceName))
            {
                EditorSceneManager.OpenScene(path);
                return;
            }
        }
    }

    [MenuItem("Axibug移植工具/[1]采集所有预制体和场景下的UGUI组件")]
    public static void Part1()
    {
        GoTAxiProjectToolsSence();
        ComType2GUID.Clear();
        string[] sceneGuids = AssetDatabase.FindAssets("t:scene");
        foreach (string guid in sceneGuids)
        {
            string path = AssetDatabase.GUIDToAssetPath(guid);
            if (path.Contains(toolSenceName))
                continue;

            EditorSceneManager.OpenScene(path);

            // 创建一个列表来存储根节点
            List<GameObject> rootNodes = new List<GameObject>();

            // 遍历场景中的所有对象
            GameObject[] allObjects = FindObjectsOfType<GameObject>();
            foreach (GameObject obj in allObjects)
            {
                // 检查对象是否有父对象
                if (obj.transform.parent == null)
                {
                    // 如果没有父对象,则它是一个根节点
                    rootNodes.Add(obj);
                }
            }

            foreach (var node in rootNodes)
                LoopPrefabNode(path, node, 0);
        }


        string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab");
        foreach (string guid in prefabGuids)
        {
            string path = AssetDatabase.GUIDToAssetPath(guid);
            GetPrefab(path);
        }

        AxiPrefabCache cache = ScriptableObject.CreateInstance<AxiPrefabCache>();
        foreach (var data in ComType2GUID)
            cache.caches.Add(data.Value);
        AssetDatabase.CreateAsset(cache, cachecfgPath);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
        GoTAxiProjectToolsSence();
        Debug.Log("<Color=#FFF333>处理完毕  [1]采集所有预制体和场景下的UGUI组件</color>"); 
    }

    static void GetPrefab(string path)
    {
        GameObject prefab = AssetDatabase.LoadAssetAtPath<GameObject>(path);
        LoopPrefabNode(path, prefab.gameObject, 0);
    }
    static void LoopPrefabNode(string rootPath, GameObject trans, int depth)
    {
        string nodename = $"{rootPath}>{trans.name}";

        GameObject prefabRoot = trans.gameObject;
        int comCount = prefabRoot.GetComponentCount();
        for (int i = 0; i < comCount; i++)
        {
            var com = prefabRoot.GetComponentAtIndex(i);
            if (com == null)
                continue;

            if (com.name.Contains("VideoPlayer"))
            {
                
            }

            MonoBehaviour monoCom = com as MonoBehaviour;
            if (monoCom == null)
                continue;
            Type monoType = monoCom.GetType();
            if (!monoType.Assembly.FullName.Contains("UnityEngine.UI"))
                continue;
            // 获取MonoScript资源
            MonoScript monoScript = MonoScript.FromMonoBehaviour(monoCom);
            if (monoScript != null)
            {
                // 获取MonoScript资源的GUID
                string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
                Debug.Log($"{nodename}	|	<color=#FFF333>[{monoType.Name}]</color> <color=#FF0000>{guid}</color><color=#00FF00>({monoType.FullName})</color>");
                ComType2GUID[monoType.FullName] =
                    new AxiPrefabCache_Com2GUID()
                    {
                        SrcFullName = monoType.FullName,
                        SrcName = monoType.Name,
                        GUID = guid,
                    };
            }
            else
            {
                Debug.LogError("!!!! 没得");
            }
        }

        //遍历
        foreach (Transform child in trans.transform)
            LoopPrefabNode(nodename, child.gameObject, depth + 1);
    }

    [MenuItem("Axibug移植工具/[2]生成中间脚本代码")]
    public static void Part2()
    {
        if (UnityEngine.Windows.Directory.Exists(outCsDir))
            UnityEngine.Windows.Directory.Delete(outCsDir);
        Directory.CreateDirectory(outCsDir);
        AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
        foreach (var data in cache.caches)
        {
            string toName = "Axi" + data.SrcName;
            string toPath = outCsDir + toName + ".cs";
            string codeStr = "namespace AxibugCom { public class " + toName + " : " + data.SrcFullName + " {} }";
            try
            {
                System.IO.File.WriteAllText(toPath, codeStr);
                data.ToName = toName;
                data.ToPATH = toPath;
            }
            catch (Exception ex)
            {
                Debug.LogError("写入失败" + ex.ToString());
            }
        }
        Debug.Log("写入完毕");
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
        Debug.Log("<Color=#FFF333>处理完毕  [2]生成中间脚本代码</color>");
    }

    [MenuItem("Axibug移植工具/[3]收集生成的脚本")]
    public static void Part3()
    {
        AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
        List<MonoScript> allMonoScripts = FindAllAssetsOfType<MonoScript>();
        foreach (var data in cache.caches)
        {
            MonoScript monoScript = allMonoScripts.FirstOrDefault(w => w.name == data.ToName);
            if (monoScript == null)
            {
                Debug.LogError("没找到" + data.ToName);
                continue;
            }
            string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(monoScript));
            data.ToGUID = guid;
            data.monoScript = monoScript;
        }
        Debug.Log("写入完毕");
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
        Debug.Log("<Color=#FFF333>处理完毕  [3]收集生成的脚本</color>");
    }

    static List<T> FindAllAssetsOfType<T>() where T : UnityEngine.Object
    {
        List<T> assets = new List<T>();

        string[] allGuids = AssetDatabase.FindAssets("");
        foreach (string guid in allGuids)
        {
            string path = AssetDatabase.GUIDToAssetPath(guid);
            if (path.EndsWith(".cs") || path.EndsWith(".js") || path.EndsWith(".boo")) // Unity支持多种脚本语言,但现代Unity主要使用C#
            {
                T asset = AssetDatabase.LoadAssetAtPath<T>(path);
                if (asset != null)
                {
                    assets.Add(asset);
                }
            }
        }
        return assets;
    }


    [MenuItem("Axibug移植工具/[4]替换所有预制体和场景中的组件")]
    public static void Part4()
    {
        AxiPrefabCache cache = AssetDatabase.LoadAssetAtPath<AxiPrefabCache>(cachecfgPath);
        Dictionary<string, string> tempReplaceDict = new Dictionary<string, string>();
        foreach (var data in cache.caches)
        {
            tempReplaceDict[data.GUID] = data.ToGUID;
        }
        ProcessAllPrefabs("*.prefab", tempReplaceDict);
        ProcessAllPrefabs("*.unity", tempReplaceDict);
        ProcessAllPrefabs("*.anim", tempReplaceDict);
        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
        Debug.Log("<Color=#FFF333>处理完毕  [4]替换所有预制体和场景中的组件</color>");
    }

    static void ProcessAllPrefabs(string form, Dictionary<string, string> tempReplaceDict, bool reverse = false)
    {
        List<GameObject> prefabs = new List<GameObject>();
        var resourcesPath = Application.dataPath;
        var absolutePaths = Directory.GetFiles(resourcesPath, form, SearchOption.AllDirectories);
        for (int i = 0; i < absolutePaths.Length; i++)
        {
            Debug.Log("prefab name: " + absolutePaths[i]);
            foreach (var VARIABLE in tempReplaceDict)
            {
                string oldValue = reverse ? VARIABLE.Value : VARIABLE.Key;
                string newValue = reverse ? VARIABLE.Key : VARIABLE.Value;
                ReplaceValue(absolutePaths[i], oldValue, newValue);
            }
            EditorUtility.DisplayProgressBar("处理预制体……", "处理预制体中……", (float)i / absolutePaths.Length);
        }
        EditorUtility.ClearProgressBar();
    }

    /// <summary>
    /// 替换值
    /// </summary>
    /// <param name="strFilePath">文件路径</param>
    static void ReplaceValue(string strFilePath, string oldLine, string newLine)
    {
        if (File.Exists(strFilePath))
        {
            string[] lines = File.ReadAllLines(strFilePath);
            for (int i = 0; i < lines.Length; i++)
            {
                lines[i] = lines[i].Replace(oldLine, newLine);
            }
            File.WriteAllLines(strFilePath, lines);
        }
    }


    [MenuItem("Axibug移植工具/[5]UnPack所有预制体")]
    public static void UnpackPrefabs()
    {

        string[] allAssetPaths = AssetDatabase.GetAllAssetPaths();
        int prefabCount = 0;

        foreach (string path in allAssetPaths)
        {
            if (Path.GetExtension(path).Equals(".prefab"))
            {
                Debug.Log($"Unpacking {path}");
                UnpackPrefab(path);
                prefabCount++;
            }
        }
        Debug.Log($"Unpacked {prefabCount} prefabs.");

        Debug.Log("<Color=#FFF333>处理完毕  [5]UnPack所有预制体</color>");
    }

    static void UnpackPrefab(string prefabPath)
    {
        GameObject prefabInstance = AssetDatabase.LoadAssetAtPath<GameObject>(prefabPath);
        if (prefabInstance == null)
        {
            Debug.LogError($"Failed to load prefab at path: {prefabPath}");
            return;
        }

        var obj = GameObject.Instantiate(prefabInstance, null);
        TraverseHierarchy(obj);
        PrefabUtility.SaveAsPrefabAsset(obj, prefabPath);
        GameObject.DestroyImmediate(obj);
    }

    static void TraverseHierarchy(GameObject obj)
    {
        // 检查该对象是否是预制体的实例
        if (PrefabUtility.IsPartOfPrefabInstance(obj))
        {
            // 将预制体实例转换为普通游戏对象
            PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
            Debug.Log("Prefab instance converted to game object: " + obj.name);
        }

        // 递归遍历子对象
        for (int i = 0; i < obj.transform.childCount; i++)
        {
            TraverseHierarchy(obj.transform.GetChild(i).gameObject);
        }
    }


    [MenuItem("Axibug移植工具/[6]修复Sprite")]
    public static void FixMultipleMaterialSprites()
    {
        string[] guids = AssetDatabase.FindAssets("t:sprite");
        List<Sprite> spritesToFix = new List<Sprite>();

        foreach (string guid in guids)
        {
            string path = AssetDatabase.GUIDToAssetPath(guid);
            Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);

            // 检查是否有多个材质
            if (IsUsingMultipleMaterials(sprite))
            {
                spritesToFix.Add(sprite);
                Debug.Log("Found sprite with multiple materials: " + path);
            }
        }

        // 修复每个找到的Sprite
        foreach (var sprite in spritesToFix)
        {
            FixSprite(sprite);
        }

        AssetDatabase.SaveAssets();
        AssetDatabase.Refresh();
        Debug.Log("<Color=#FFF333>处理完毕  [6]修复Sprite</color>");
    }

    private static bool IsUsingMultipleMaterials(Sprite sprite)
    {
        if (sprite == null) return false;

        // 获取精灵的材质
        var textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(sprite)) as TextureImporter;

        return textureImporter != null && textureImporter.spriteImportMode == SpriteImportMode.Multiple;
    }

    private static void FixSprite(Sprite sprite)
    {
        // 获取Sprite的路径
        string path = AssetDatabase.GetAssetPath(sprite);
        var textureImporter = AssetImporter.GetAtPath(path) as TextureImporter;

        if (textureImporter != null)
        {
            // 保存当前切割信息
            SpriteMetaData[] originalMetaData = textureImporter.spritesheet;

            // 临时禁用Sprite导入
            textureImporter.spriteImportMode = SpriteImportMode.None;
            textureImporter.SaveAndReimport();

            // 重新启用Sprite导入并保持原样切割参数
            textureImporter.spriteImportMode = SpriteImportMode.Multiple;
            textureImporter.spritesheet = originalMetaData; // 恢复原来的切割信息

            // 重新导入以应用更改
            textureImporter.SaveAndReimport();
        }
    }
}