﻿using UnityEditor.Rendering;
using UnityEngine.Rendering.Universal;
using System.Reflection;
using UnityEditor;

[VolumeComponentEditor(typeof(UnderwaterSettings))]
public class UnderwaterEditor : VolumeComponentEditor
{
    SerializedDataParameter bumpMap;
    SerializedDataParameter strength;
    SerializedDataParameter waterFogColor;
    SerializedDataParameter fogStrength;

    public override void OnEnable()
    {
        var o = new PropertyFetcher<UnderwaterSettings>(serializedObject);
        bumpMap = Unpack(o.Find(x => x.bumpMap));
        strength = Unpack(o.Find(x => x.strength));
        waterFogColor = Unpack(o.Find(x => x.waterFogColor));
        fogStrength = Unpack(o.Find(x => x.fogStrength));
    }

    public override void OnInspectorGUI()
    {
        if (!CheckEffectEnabled())
        {
            EditorGUILayout.HelpBox("The Underwater effect must be added to your renderer's Renderer Features list.", MessageType.Error);
        }

        PropertyField(bumpMap);
        PropertyField(strength);
        PropertyField(waterFogColor);
        PropertyField(fogStrength);
    }

    // Check the Forward Renderer and make sure the Underwater effect is attached.
    private bool CheckEffectEnabled()
    {
        if (UniversalRenderPipeline.asset == null)
        {
            return false;
        }

        ScriptableRendererData forwardRenderer =
            ((ScriptableRendererData[])typeof(UniversalRenderPipelineAsset)
            .GetField("m_RendererDataList", BindingFlags.NonPublic | BindingFlags.Instance)
            .GetValue(UniversalRenderPipeline.asset))[0];

        foreach (ScriptableRendererFeature item in forwardRenderer.rendererFeatures)
        {
            if (item?.GetType() == typeof(Underwater))
            {
                return true;
            }
        }

        return false;
    }

    public override string GetDisplayTitle()
    {
        return "Underwater";
    }
}
