using System;
using UnityEngine;

namespace NaughtyAttributes.Test
{
	public class EnableIfTest : MonoBehaviour
	{
		public bool enable1;
		public bool enable2;
		public EnableIfEnum enum1;
		[EnumFlags] public EnableIfEnumFlag enum2;

		[EnableIf(EConditionOperator.And, "enable1", "enable2")]
		[ReorderableList]
		public int[] enableIfAll;

		[EnableIf(EConditionOperator.Or, "enable1", "enable2")]
		[ReorderableList]
		public int[] enableIfAny;

		[EnableIf("enum1", EnableIfEnum.Case0)]
		[ReorderableList]
		public int[] enableIfEnum;

		[EnableIf("enum2", EnableIfEnumFlag.Flag0)]
		[ReorderableList]
		public int[] enableIfEnumFlag;

		[EnableIf("enum2", EnableIfEnumFlag.Flag0 | EnableIfEnumFlag.Flag1)]
		[ReorderableList]
		public int[] enableIfEnumFlagMulti;

		public EnableIfNest1 nest1;
	}

	[System.Serializable]
	public class EnableIfNest1
	{
		public bool enable1;
		public bool enable2;
		public EnableIfEnum enum1;
		[EnumFlags] public EnableIfEnumFlag enum2;
		public bool Enable1 { get { return enable1; } }
		public bool Enable2 { get { return enable2; } }
		public EnableIfEnum Enum1 { get { return enum1; } }
		public EnableIfEnumFlag Enum2 { get { return enum2; } }

		[EnableIf(EConditionOperator.And, "Enable1", "Enable2")]
		[AllowNesting] // Because it's nested we need to explicitly allow nesting
		public int enableIfAll;

		[EnableIf(EConditionOperator.Or, "Enable1", "Enable2")]
		[AllowNesting] // Because it's nested we need to explicitly allow nesting
		public int enableIfAny;

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

		[EnableIf("Enum2", EnableIfEnumFlag.Flag0)]
		[AllowNesting] // Because it's nested we need to explicitly allow nesting
		public int enableIfEnumFlag;

		[EnableIf("Enum2", EnableIfEnumFlag.Flag0 | EnableIfEnumFlag.Flag1)]
		[AllowNesting] // Because it's nested we need to explicitly allow nesting
		public int enableIfEnumFlagMulti;

		public EnableIfNest2 nest2;
	}

	[System.Serializable]
	public class EnableIfNest2
	{
		public bool enable1;
		public bool enable2;
		public EnableIfEnum enum1;
		[EnumFlags] public EnableIfEnumFlag enum2;
		public bool GetEnable1() { return enable1; }
		public bool GetEnable2() { return enable2; }
		public EnableIfEnum GetEnum1() { return enum1; }
		public EnableIfEnumFlag GetEnum2() { return enum2; }

		[EnableIf(EConditionOperator.And, "GetEnable1", "GetEnable2")]
		[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
		public Vector2 enableIfAll = new Vector2(0.25f, 0.75f);

		[EnableIf(EConditionOperator.Or, "GetEnable1", "GetEnable2")]
		[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
		public Vector2 enableIfAny = new Vector2(0.25f, 0.75f);

		[EnableIf("GetEnum1", EnableIfEnum.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 enableIfEnum = new Vector2(0.25f, 0.75f);

		[EnableIf("GetEnum2", EnableIfEnumFlag.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 enableIfEnumFlag;

		[EnableIf("GetEnum2", EnableIfEnumFlag.Flag0 | EnableIfEnumFlag.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 enableIfEnumFlagMulti;
	}

	[System.Serializable]
	public enum EnableIfEnum
	{
		Case0,
		Case1,
		Case2
	}

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