#if UNITY_EDITOR || UNITY_STANDALONE
//#define KEEP_ARTIFACTS_FOR_INSPECTION

using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using Object = UnityEngine.Object;

namespace Unity.AI.Navigation.Editor.Tests
{
    [Category("PrefabsWithNavMeshComponents")]
    class NavMeshSurfaceInPrefabVariantTests
    {
        const string k_AutoSaveKey = "AutoSave";
        const string k_ParentFolder = "Assets";
        const string k_TempFolderName = "TempPrefabVariants";
        static readonly string k_TempFolder = Path.Combine(k_ParentFolder, k_TempFolderName);

        const int k_GrayArea = 7;
        const int k_BrownArea = 10;
        const int k_RedArea = 18;
        const int k_OrangeArea = 26;
        const int k_YellowArea = 30;

        const int k_PrefabDefaultArea = k_YellowArea;

        static bool s_EnterPlayModeOptionsEnabled;
        static EnterPlayModeOptions s_EnterPlayModeOptions;

        [SerializeField]
        string m_PrefabPath;
        [SerializeField]
        string m_PrefabVariantPath;
        [SerializeField]
        string m_PreviousScenePath;
        [SerializeField]
        string m_TempScenePath;
        [SerializeField]
        int m_TestCounter;

#if KEEP_ARTIFACTS_FOR_INSPECTION
        const bool k_KeepSceneObjects = true;
#else
        const bool k_KeepSceneObjects = false;
#endif
        [OneTimeSetUp]
        public void OneTimeSetup()
        {
            if (EditorApplication.isPlaying)
                return;

            AssetDatabase.DeleteAsset(k_TempFolder);

            var folderGUID = AssetDatabase.CreateFolder(k_ParentFolder, k_TempFolderName);
            Assume.That(folderGUID, Is.Not.Empty);

            SessionState.SetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave());
            PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(false);
            StageUtility.GoToMainStage();

            m_PreviousScenePath = SceneManager.GetActiveScene().path;
            m_TempScenePath = Path.Combine(k_TempFolder, "NavMeshSurfacePrefabVariantTestsScene.unity");
            var tempScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
            EditorSceneManager.SaveScene(tempScene, m_TempScenePath);
            EditorSceneManager.OpenScene(m_TempScenePath);

            s_EnterPlayModeOptionsEnabled = EditorSettings.enterPlayModeOptionsEnabled;
            s_EnterPlayModeOptions = EditorSettings.enterPlayModeOptions;

            EditorSettings.enterPlayModeOptionsEnabled = true;
            EditorSettings.enterPlayModeOptions = EnterPlayModeOptions.DisableDomainReload | EnterPlayModeOptions.DisableSceneReload;
        }

        [OneTimeTearDown]
        public void OneTimeTearDown()
        {
            if (EditorApplication.isPlaying)
                return;

            PrefabStageAutoSavingUtil.SetPrefabStageAutoSave(SessionState.GetBool(k_AutoSaveKey, PrefabStageAutoSavingUtil.GetPrefabStageAutoSave()));
            StageUtility.GoToMainStage();

            EditorSceneManager.SaveScene(SceneManager.GetActiveScene());

            if (string.IsNullOrEmpty(m_PreviousScenePath))
                EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);

            EditorSettings.enterPlayModeOptionsEnabled = s_EnterPlayModeOptionsEnabled;
            EditorSettings.enterPlayModeOptions = s_EnterPlayModeOptions;

#if !KEEP_ARTIFACTS_FOR_INSPECTION
            AssetDatabase.DeleteAsset(k_TempFolder);
#endif
        }

        [UnitySetUp]
        public IEnumerator SetupVariantOfPrefabWithNavMesh()
        {
            if (EditorApplication.isPlaying)
                yield break;

            var plane = GameObject.CreatePrimitive(PrimitiveType.Plane);
            plane.name = "NavMeshSurfacePrefab" + (++m_TestCounter);
            var surface = plane.AddComponent<NavMeshSurface>();
            surface.collectObjects = CollectObjects.Children;

            m_PrefabPath = Path.Combine(k_TempFolder, plane.name + ".prefab");
            m_PrefabVariantPath = Path.Combine(k_TempFolder, plane.name + "Variant.prefab");

            var planePrefab = PrefabUtility.SaveAsPrefabAsset(plane, m_PrefabPath);
            Object.DestroyImmediate(plane);

            AssetDatabase.OpenAsset(planePrefab);
            var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
            var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
            yield return TestUtility.BakeNavMeshAsync(theOriginalPrefabSurface, k_PrefabDefaultArea);
            PrefabSavingUtil.SavePrefab(theOriginalPrefabStage);
            StageUtility.GoToMainStage();

            var instanceForVariant = PrefabUtility.InstantiatePrefab(planePrefab) as GameObject;
            PrefabUtility.SaveAsPrefabAsset(instanceForVariant, m_PrefabVariantPath);

            instanceForVariant!.name += "_Saved";

            TestUtility.EliminateFromScene(ref instanceForVariant, k_KeepSceneObjects);

            NavMesh.RemoveAllNavMeshData();

            yield return null;
        }

        [UnityTearDown]
        public IEnumerator TearDown()
        {
            if (EditorApplication.isPlaying)
                yield return new ExitPlayMode();

            StageUtility.GoToMainStage();

            yield return null;
        }

        [UnityTest]
        public IEnumerator NavMeshSurfacePrefabVariant_WhenFreshAndRebaked_ParentAssetUnchanged(
            [Values(RunMode.EditMode, RunMode.PlayMode)]
            RunMode runMode)
        {
            var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabPath);
            AssetDatabase.OpenAsset(theOriginalPrefab);

            if (runMode == RunMode.PlayMode)
                yield return new EnterPlayMode();

            var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
            var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
            var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
            var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);

            Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
            Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);

            var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
            AssetDatabase.OpenAsset(prefabVariant);
            var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
            var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
            var initialVariantNavMeshData = prefabVariantSurface.navMeshData;
            var initialVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);

            Assert.AreEqual(theOriginalPrefabNavMeshData, initialVariantNavMeshData, "Fresh variant must have the same NavMeshData as the original prefab.");

            Assert.IsTrue(initialVariantNavMeshData != null, "Prefab must have some NavMeshData.");
            Assert.IsTrue(File.Exists(initialVariantAssetPath), "NavMeshData file must exist. ({0})", initialVariantAssetPath);

            yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_GrayArea);

            Assert.IsTrue(initialVariantNavMeshData != null, "The initial NavMeshData (from original prefab) must still exist immediately after prefab variant re-bake.");
            Assert.IsTrue(File.Exists(initialVariantAssetPath), "The initial NavMeshData file (from original prefab) must exist after prefab variant re-bake. ({0})", initialVariantAssetPath);

            Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
            var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;

            yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_BrownArea);

            Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
            Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");

            PrefabSavingUtil.SavePrefab(prefabVariantStage);

            var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
            var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);

            Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
            Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
            Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must still have NavMeshData.");

            StageUtility.GoToMainStage();

            yield return null;

            if (EditorApplication.isPlaying)
                yield return new ExitPlayMode();
        }

        [UnityTest]
        public IEnumerator NavMeshSurfacePrefabVariant_WhenCustomizedAndRebaked_OldAssetDiscardedAndParentAssetUnchanged(
            [Values(RunMode.EditMode, RunMode.PlayMode)]
            RunMode runMode)
        {
            var prefabVariant = AssetDatabase.LoadAssetAtPath<GameObject>(m_PrefabVariantPath);
            var theOriginalPrefabPath = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(prefabVariant);
            var theOriginalPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(theOriginalPrefabPath);

            AssetDatabase.OpenAsset(theOriginalPrefab);

            if (runMode == RunMode.PlayMode)
                yield return new EnterPlayMode();

            var theOriginalPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
            var theOriginalPrefabSurface = theOriginalPrefabStage.prefabContentsRoot.GetComponent<NavMeshSurface>();
            var theOriginalPrefabNavMeshData = theOriginalPrefabSurface.navMeshData;
            var theOriginalPrefabAssetPath = AssetDatabase.GetAssetPath(theOriginalPrefabSurface.navMeshData);

            Assert.IsTrue(theOriginalPrefabNavMeshData != null, "Original prefab must have some NavMeshData.");
            Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file must exist for the original prefab. ({0})", theOriginalPrefabAssetPath);

            AssetDatabase.OpenAsset(prefabVariant);
            var prefabVariantStage = PrefabStageUtility.GetCurrentPrefabStage();
            var prefabVariantSurface = prefabVariantStage.prefabContentsRoot.GetComponent<NavMeshSurface>();

            yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_GrayArea);
            PrefabSavingUtil.SavePrefab(prefabVariantStage);

            var modifiedVariantNavMeshData = prefabVariantSurface.navMeshData;
            var modifiedVariantAssetPath = AssetDatabase.GetAssetPath(prefabVariantSurface.navMeshData);

            Assert.IsTrue(modifiedVariantNavMeshData != null, "Prefab must have some NavMeshData.");
            Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "NavMeshData file for modifier variant must exist. ({0})", modifiedVariantAssetPath);
            Assert.AreNotEqual(theOriginalPrefabNavMeshData, modifiedVariantNavMeshData, "Modified variant must have a NavMeshData different than that of the original prefab.");

            yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_OrangeArea);

            Assert.IsTrue(modifiedVariantNavMeshData != null, "The initial NavMeshData of a modified variant must still exist immediately after prefab variant re-bake.");
            Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "The initial NavMeshData file of a modified variant must exist after prefab variant re-bake. ({0})", modifiedVariantAssetPath);

            Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");
            var unsavedRebakedNavMeshData = prefabVariantSurface.navMeshData;

            yield return TestUtility.BakeNavMeshAsync(prefabVariantSurface, k_RedArea);
            Assert.IsTrue(unsavedRebakedNavMeshData == null, "An unsaved NavMeshData should not exist after a re-bake.");
            Assert.IsTrue(prefabVariantSurface.navMeshData != null, "NavMeshSurface must have NavMeshData after baking.");

            PrefabSavingUtil.SavePrefab(prefabVariantStage);
            var theNewVariantNavMeshData = prefabVariantSurface.navMeshData;
            var theNewVariantAssetPath = AssetDatabase.GetAssetPath(theNewVariantNavMeshData);

            if (EditorApplication.isPlaying)
            {
                Assert.IsTrue(modifiedVariantNavMeshData != null, "Playmode: Initial NavMeshData of the modified variant must still exist until the end of playmode.");

                Assert.IsTrue(File.Exists(modifiedVariantAssetPath), "Playmode: Initial NavMeshData file of the modified and saved variant must still exist after saving the variant during playmode. ({0})", modifiedVariantAssetPath);
            }
            else
            {
                Assert.IsTrue(modifiedVariantNavMeshData == null, "Editmode: Initial NavMeshData of the modified variant must no longer exist after saving the variant.");

                // This code is still reachable because modifiedVariantNavMeshData has been affected by BakeNavMeshAsync()
                Assert.IsFalse(File.Exists(modifiedVariantAssetPath), "Editmode: Initial NavMeshData file of the modified and saved variant must no longer exist after saving the variant. ({0})", modifiedVariantAssetPath);
            }

            Assert.IsTrue(File.Exists(theNewVariantAssetPath), "Variant's own NavMeshData exists in a file after saving. ({0})", theNewVariantAssetPath);
            Assert.IsTrue(File.Exists(theOriginalPrefabAssetPath), "NavMeshData file of the original prefab still exists after saving the variant. ({0})", theOriginalPrefabAssetPath);
            Assert.AreNotEqual(theOriginalPrefabNavMeshData, theNewVariantNavMeshData, "Re-baked modified variant must have a NavMeshData different than that of the original prefab.");

            StageUtility.GoToMainStage();

            yield return null;

            if (EditorApplication.isPlaying)
                yield return new ExitPlayMode();
        }
    }
}
#endif
