using Thousandto.Core.Asset;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;

namespace Thousandto.Editor.Test
{
    public static class ConfigDefine
    {
        private static string RootPathFormat = "Assets/GameAssets/RawResources/scene/{0}/SplitedTerrain/{1}";
        private static string ScenePathFormat = "Assets/GameAssets/ExportResources/Scene/{0}.unity";
        private static string SavedMeshDirName = "mesh";
        private static string MatDirName = "material";
        private static string PrefabDirName = "prefabs";
        private static string ControlMapDirName = "control";
        private static string ConfigDirName = "config";

        public static string ShaderName = "Ares/SceneT4M/T4M-4TexVP";

        //生成的prefab所存放的路径,在Resources目录
        public static string GetSavePrefabPath(string relativePath = null)
        {
            var path = string.Format("Assets/GameAssets/Resources/Scene");
            if (!Directory.Exists(path))
                Directory.CreateDirectory(path);

            path = CombinePath(path, relativePath);
            return path;
        }

        //生成的mesh存放路径,在RawResources目录
        public static string GetSaveTerrainPath(string mapName, string relativePath = null)
        {
            var path = string.Format(RootPathFormat, mapName, SavedMeshDirName);
            if (!Directory.Exists(path))
                Directory.CreateDirectory(path);

            path = CombinePath(path, relativePath);
            return path;
        }

        //Control图保存路径
        public static string GetControlMapPath(string mapName, string relativePath = null)
        {
            var path = string.Format(RootPathFormat, mapName, ControlMapDirName);
            if (!Directory.Exists(path))
                Directory.CreateDirectory(path);

            path = CombinePath(path, relativePath);
            return path;
        }

        //mesh对应材质路径
        public static string GetMateriaPath(string mapName, string relativePath = null)
        {
            var path = string.Format(RootPathFormat, mapName, MatDirName);
            if (!Directory.Exists(path))
                Directory.CreateDirectory(path);

            path = CombinePath(path, relativePath);
            return path;
        }

        //mesh和场景物件转换成prefab,对应的配置文件所在路径
        public static string GetConfigPath(string relativePath = null)
        {
            var path = string.Format("Assets/GameAssets/Resources/Config");
            if (!Directory.Exists(path))
                Directory.CreateDirectory(path);

            path = CombinePath(path, relativePath);
            return path;
        }

        public static string GetSceneFile(string mapName)
        {
            return string.Format(ScenePathFormat, mapName);
        }

        private static string CombinePath(string path1, string path2)
        {
            string combinedStr = path1;
            if (!string.IsNullOrEmpty(path2))
            {
                if (path2[0] == '/')
                    combinedStr =  path1 + path2;
                else
                    combinedStr =  string.Format("{0}/{1}", path1, path2);
            }

            combinedStr = combinedStr.Replace("\\", "/");

            return combinedStr;
        }
    }
}