using System;
using UnityEngine;

namespace NaughtyAttributes.Test
{
	public class ShowIfTest : MonoBehaviour
	{
		public bool show1;
		public bool show2;
		public ShowIfEnum enum1;
		[EnumFlags] public ShowIfEnumFlag enum2;

		[ShowIf(EConditionOperator.And, "show1", "show2")]
		[ReorderableList]
		public int[] showIfAll;

		[ShowIf(EConditionOperator.Or, "show1", "show2")]
		[ReorderableList]
		public int[] showIfAny;

		[ShowIf("enum1", ShowIfEnum.Case0)]
		[ReorderableList]
		public int[] showIfEnum;

		[ShowIf("enum2", ShowIfEnumFlag.Flag0)]
		[ReorderableList]
		public int[] showIfEnumFlag;

		[ShowIf("enum2", ShowIfEnumFlag.Flag0 | ShowIfEnumFlag.Flag1)]
		[ReorderableList]
		public int[] showIfEnumFlagMulti;

		public ShowIfNest1 nest1;
	}

	[System.Serializable]
	public class ShowIfNest1
	{
		public bool show1;
		public bool show2;
		public ShowIfEnum enum1;
		[EnumFlags] public ShowIfEnumFlag enum2;
		public bool Show1 { get { return show1; } }
		public bool Show2 { get { return show2; } }
		public ShowIfEnum Enum1 { get { return enum1; } }
		public ShowIfEnumFlag Enum2 { get { return enum2; } }

		[ShowIf(EConditionOperator.And, "Show1", "Show2")]
		[AllowNesting] // Because it's nested we need to explicitly allow nesting
		public int showIfAll;

		[ShowIf(EConditionOperator.Or, "Show1", "Show2")]
		[AllowNesting] // Because it's nested we need to explicitly allow nesting
		public int showIfAny;

		[ShowIf("Enum1", ShowIfEnum.Case1)]
		[AllowNesting] // Because it's nested we need to explicitly allow nesting
		public int showIfEnum;

		[ShowIf("Enum2", ShowIfEnumFlag.Flag0)]
		[AllowNesting]
		public int showIfEnumFlag;

		[ShowIf("Enum2", ShowIfEnumFlag.Flag0 | ShowIfEnumFlag.Flag1)]
		[AllowNesting]
		public int showIfEnumFlagMulti;

		public ShowIfNest2 nest2;
	}

	[System.Serializable]
	public class ShowIfNest2
	{
		public bool show1;
		public bool show2;
		public ShowIfEnum enum1;
		[EnumFlags] public ShowIfEnumFlag enum2;
		public bool GetShow1() { return show1; }
		public bool GetShow2() { return show2; }
		public ShowIfEnum GetEnum1() { return enum1; }
		public ShowIfEnumFlag GetEnum2() { return enum2; }

		[ShowIf(EConditionOperator.And, "GetShow1", "GetShow2")]
		[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
		public Vector2 showIfAll = new Vector2(0.25f, 0.75f);

		[ShowIf(EConditionOperator.Or, "GetShow1", "GetShow2")]
		[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
		public Vector2 showIfAny = new Vector2(0.25f, 0.75f);

		[ShowIf("GetEnum1", ShowIfEnum.Case2)]
		[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
		public Vector2 showIfEnum = new Vector2(0.25f, 0.75f);

		[ShowIf("GetEnum2", ShowIfEnumFlag.Flag0)]
		[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
		public Vector2 showIfEnumFlag;

		[ShowIf("GetEnum2", ShowIfEnumFlag.Flag0 | ShowIfEnumFlag.Flag1)]
		[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
		public Vector2 showIfEnumFlagMulti;
	}

	public enum ShowIfEnum
	{
		Case0,
		Case1,
		Case2
	}

	[Flags]
	public enum ShowIfEnumFlag
	{
		Flag0 = 1,
		Flag1 = 2,
		Flag2 = 4,
		Flag3 = 8
	}
}