#if UNITY_EDITOR
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;

/// <summary>
///     编辑器测试运行用的工具
/// </summary>
public static class EditorTestUtility
{
    public static Dictionary<string, string> prefabDict;

    public static void InitPrefabDict()
    {
        prefabDict = new Dictionary<string, string>();
        var prefabPaths = from prefabPath in AssetDatabase.GetAllAssetPaths()
            where Path.GetExtension(prefabPath) == ".prefab"
            select new {name = Path.GetFileNameWithoutExtension(prefabPath), path = prefabPath};
        foreach (var prefabPath in prefabPaths)
            if (!prefabDict.ContainsKey(prefabPath.name))
                prefabDict.Add(prefabPath.name, prefabPath.path);
    }

    public static GameObject LoadGameObject(string name)
    {
        if (prefabDict == null)
            InitPrefabDict();
        string path;
        GameObject result = null;
        // ReSharper disable once PossibleNullReferenceException
        if (prefabDict.TryGetValue(name, out path))
        {
            result = AssetDatabase.LoadAssetAtPath<GameObject>(path);
            // 特殊,警告使用EffectBackup
            if (path.StartsWith("Assets/Project3D/EffectBackup/"))
                Debug.LogError("有物体试图调用EffectBackup路径的资源 " + path);
        }
        return result;
    }
}
#endif