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

[VolumeComponentEditor(typeof(GlitchSettings))]
public class GlitchEditor : VolumeComponentEditor
{
    SerializedDataParameter enabled;
    SerializedDataParameter offsetTexture;
    SerializedDataParameter offsetStrength;
    SerializedDataParameter verticalTiling;

    public override void OnEnable()
    {
        var o = new PropertyFetcher<GlitchSettings>(serializedObject);
        enabled = Unpack(o.Find(x => x.enabled));
        offsetTexture = Unpack(o.Find(x => x.offsetTexture));
        offsetStrength = Unpack(o.Find(x => x.offsetStrength));
        verticalTiling = Unpack(o.Find(x => x.verticalTiling));
    }

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

        PropertyField(enabled);
        PropertyField(offsetTexture);
        PropertyField(offsetStrength);
        PropertyField(verticalTiling);
    }

    // Check the Forward Renderer and make sure the Glitch 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(Glitch))
            {
                return true;
            }
        }

        return false;
    }

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