﻿using JLGames.RocketDriver.Actions.Loaderx;
using JLGames.RocketDriver.Actions.Utils;
using UnityEditor;
using UnityEngine;

namespace JLGames.RocketDriver.Editor.Infra
{
    public static class EditorLoaderUtil
    {
        /// <summary>
        /// Generate LoaderSettings configuration assets in the currently selected directory
        /// 在当前选中的目录下生成 LoaderSettings 配置资产
        /// </summary>
        /// <param name="assetName"></param>
        public static void GenLoaderSettingsToSelection(string assetName = null)
        {
            var asset = EditorScriptableUtil.GenScriptableAssetToSelection<LoaderSettings>(assetName);
            InitLoaderSettings(asset);
            AssetDatabase.SaveAssets();
        }

        /// <summary>
        /// Generate LoaderSettings configuration assets in the Resources directory
        /// 在Resources目录下生成 LoaderSettings 配置资产
        /// </summary>
        /// <param name="relativeDir"></param>
        /// <param name="assetName"></param>
        public static void GenLoaderSettings(string relativeDir = "Assets/Resources", string assetName = null)
        {
            var asset = EditorScriptableUtil.GenScriptableAsset<LoaderSettings>(relativeDir, assetName);
            InitLoaderSettings(asset);
            AssetDatabase.SaveAssets();
        }

        private static void InitLoaderSettings(LoaderSettings asset)
        {
            asset.InitSettings();
            var arr = asset.Settings;
            foreach (var settings in arr)
            {
                AssetDatabase.AddObjectToAsset(settings, asset);
            }
        }
    }
}