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

public class SceneTextureAnalyze : EditorWindow
{
    private List<SceneTextureGroup> _textureGroups;
    private List<SceneItemRecord> _itemRecords;
    private Vector2 _scrollPos;
    private long _totalPixel;

    [MenuItem("Scene/Texture Analyzer")]
    public static void OpenWindow()
    {
        GetWindow<SceneTextureAnalyze>();
    }

    private void ScanSceneObject()
    {
        _textureGroups = new List<SceneTextureGroup>();
        _itemRecords = new List<SceneItemRecord>();
        _scrollPos = Vector2.zero;

        var renderers = FindObjectsOfType<Renderer>();
        for (var i = 0; i < renderers.Length; i++)
        {
            var renderer = renderers[i];
            if (renderer.gameObject.activeInHierarchy)
            {
                var itemRecord = new SceneItemRecord(renderer);
                _itemRecords.Add(itemRecord);
                for (var j = 0; j < renderer.sharedMaterials.Length; j++)
                {
                    var material = renderer.sharedMaterials[j];
                    if (material != null)
                    {
                        var shader = material.shader;
                        if (shader != null)
                        {
                            var propertyCount = ShaderUtil.GetPropertyCount(shader);
                            for (var k = 0; k < propertyCount; k++)
                            {
                                if (ShaderUtil.GetPropertyType(shader, k) == ShaderUtil.ShaderPropertyType.TexEnv)
                                {
                                    var texture = material.GetTexture(ShaderUtil.GetPropertyName(shader, k)) as Texture2D;
                                    if (texture != null)
                                    {
                                        var textureGroup = _textureGroups.GetItem(texture, ListGetMode.create);
                                        if (!textureGroup.sceneItems.Contains(itemRecord))
                                            textureGroup.sceneItems.Add(itemRecord);
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        _textureGroups.Sort(SortTextureGroup);
        GetTotalPixel();
    }

    private int SortTextureGroup(SceneTextureGroup a, SceneTextureGroup b)
    {
        var result = -a.sceneItems.Count.CompareTo(b.sceneItems.Count);
        if (result == 0)
            result = string.Compare(a.id.name, b.id.name, System.StringComparison.Ordinal);
        return result;
    }

    private void CleanSceneObjects()
    {
        _textureGroups = null;
        _itemRecords = null;
        _scrollPos = Vector2.zero;
        GetTotalPixel();
    }

    private void RemoveEmpty()
    {
        for (var i = _itemRecords.Count - 1; i >= 0; i--)
            if (_itemRecords[i].item == null)
                _itemRecords.RemoveAt(i);
        for (var i = _textureGroups.Count - 1; i >= 0; i--)
        {
            var group = _textureGroups[i];
            for (var j = group.sceneItems.Count - 1; j >= 0; j--)
            {
                if (group.sceneItems[j].item == null)
                    group.sceneItems.RemoveAt(j);
            }
            if (group.sceneItems.Count == 0)
                _textureGroups.RemoveAt(i);
        }
        GetTotalPixel();
    }

    private void GetTotalPixel()
    {
        _totalPixel = 0;
        if (_textureGroups != null)
        {
            for (var i = 0; i < _textureGroups.Count; i++)
            {
                var texture = _textureGroups[i].id;
                if (texture != null)
                    _totalPixel += texture.width * texture.height;
            }
        }
    }

    private void OnGUI()
    {
        // ******** Header ********
        GUILayout.Space(10f);
        GUILayout.BeginHorizontal();
        if (GUILayout.Button("扫描物体", GUILayout.Width(80f)))
            ScanSceneObject();
        GUILayout.Space(10f);
        if (GUILayout.Button("清除空项", GUILayout.Width(80f)))
            RemoveEmpty();
        GUILayout.Space(10f);
        if (GUILayout.Button("清除所有", GUILayout.Width(80f)))
            CleanSceneObjects();
        GUILayout.EndHorizontal();
        var refresh = 0;
        var hideAllBut = -1;
        if (_textureGroups != null)
        {
            GUILayout.Space(10f);
            GUILayout.Label("******** 贴图总数:" + _textureGroups.Count + ", 总像素:" + _totalPixel.ToString("N0"));
            GUILayout.Space(5f);
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("显示所有", GUILayout.Width(80f)))
            {
                RemoveEmpty();
                for (var i = 0; i < _itemRecords.Count; i++)
                    _itemRecords[i].item.enabled = true;
            }
            GUILayout.Space(10f);
            if (GUILayout.Button("隐藏所有", GUILayout.Width(80f)))
            {
                RemoveEmpty();
                for (var i = 0; i < _itemRecords.Count; i++)
                    _itemRecords[i].item.enabled = false;
            }
            GUILayout.EndHorizontal();
            GUILayout.Space(10f);
            _scrollPos = GUILayout.BeginScrollView(_scrollPos);
            for (var i = 0; i < _textureGroups.Count; i++)
            {
                refresh = _textureGroups[i].OnGUI();
                if (refresh > 0)
                {
                    if (refresh == 1)
                        hideAllBut = i;
                    break;
                }
                if (i < _textureGroups.Count - 1)
                    GUILayout.Space(10f);
            }
            GUILayout.EndScrollView();
            if (refresh > 0)
            {
                SceneTextureGroup remain = null;
                if (hideAllBut > -1)
                    remain = _textureGroups[hideAllBut];
                RemoveEmpty();
                if (remain != null)
                    for (var i = 0; i < _itemRecords.Count; i++)
                        _itemRecords[i].item.enabled = remain.sceneItems.Contains(_itemRecords[i]);
                EditorSceneManager.MarkAllScenesDirty();
            }
        }
    }
}

public class SceneTextureGroup : ListItemBase<Texture2D>
{
    public List<SceneItemRecord> sceneItems = new List<SceneItemRecord>();
    public bool expand;

    public int OnGUI()
    {
        var refresh = 0;
        GUILayout.Label("******** 贴图显示: " + id.name + " " + id.width + " x " + id.height + " 引用物体:" + sceneItems.Count);
        EditorGUILayout.ObjectField("Texture", id, typeof(Texture2D), false);

        var show = expand;
        GUILayout.BeginHorizontal();
        GUILayout.Space(3f);
        if (expand)
        {
            if (GUILayout.Button("隐藏列表", GUILayout.Width(80f)))
                expand = false;
        }
        else
        {
            if (GUILayout.Button("显示列表", GUILayout.Width(80f)))
                expand = true;
        }
        GUILayout.Space(3f);
        if (GUILayout.Button("显示物体", GUILayout.Width(80f)))
            SetEnable(true);
        if (GUILayout.Button("隐藏其他", GUILayout.Width(80f)))
            refresh = 1;
        GUILayout.Space(3f);
        if (GUILayout.Button("隐藏物体", GUILayout.Width(80f)))
            SetEnable(false);
        GUILayout.Space(30f);
        if (GUILayout.Button("删除贴图", GUILayout.Width(80f)))
        {
            refresh = 2;
            for (var i = 0; i < sceneItems.Count; i++)
            {
                var sceneItem = sceneItems[i];
                if (sceneItem.item != null)
                {
                    Object.DestroyImmediate(sceneItem.item);
                    sceneItem.item = null;
                }
            }
        }
        GUILayout.EndHorizontal();
        if (show)
        {
            GUILayout.Space(5f);
            GUILayout.BeginHorizontal();
            GUILayout.Space(10f);
            GUILayout.BeginVertical();
            for (var i = 0; i < sceneItems.Count; i++)
            {
                sceneItems[i].OnGUI();
                if (i < sceneItems.Count - 1)
                    GUILayout.Space(3f);
            }
            GUILayout.EndVertical();
            GUILayout.EndHorizontal();
        }
        GUILayout.Label("******** 贴图显示结束 ********");
        return refresh;
    }

    private void SetEnable(bool isEnable)
    {
        for (var i = sceneItems.Count - 1; i >= 0; i--)
        {
            if (sceneItems[i].item == null)
                sceneItems.RemoveAt(i);
            else
                sceneItems[i].item.enabled = isEnable;
        }
    }
}

public class SceneItemRecord
{
    public Renderer item;

    public SceneItemRecord(Renderer item)
    {
        this.item = item;
    }

    public void OnGUI()
    {
        EditorGUILayout.ObjectField("GameObject", item.gameObject, typeof(GameObject), false);
    }
}