using System;
using System.Collections.Generic;
using UnityEngine;
namespace XNode
{
    ///  Base class for all node graphs 
    [Serializable]
    public abstract class NodeGraph : ScriptableObject
    {
        ///  All nodes in the graph. 
        /// See:  
        [SerializeField] public List nodes = new List();
        ///  Add a node to the graph by type (convenience method - will call the System.Type version) 
        public T AddNode() where T : Node
        {
            return AddNode(typeof(T)) as T;
        }
        public virtual string Title()
        {
            return "xNode";
        }
        ///  Add a node to the graph by type 
        public virtual Node AddNode(Type type)
        {
            Node.graphHotfix = this;
            Node node = CreateInstance(type) as Node;
            node.UniqueID = node.GetInstanceID();
            node.graph = this;
            nodes.Add(node);
            return node;
        }
        ///  Creates a copy of the original node in the graph 
        public virtual Node CopyNode(Node original)
        {
            Node.graphHotfix = this;
            Node node = Instantiate(original);
            node.graph = this;
            node.ClearConnections();
            nodes.Add(node);
            return node;
        }
        ///  Safely remove a node and all its connections 
        ///  The node to remove 
        public virtual void RemoveNode(Node node)
        {
            node.ClearConnections();
            nodes.Remove(node);
            if (Application.isPlaying) Destroy(node);
        }
        ///  Remove all nodes and connections from the graph 
        public virtual void Clear()
        {
            // if (Application.isPlaying)
            // {
            //     for (int i = 0; i < nodes.Count; i++)
            //     {
            //         DestroyImmediate(nodes[i], false);
            //     }
            // }
            //
            // nodes.Clear();
        }
        ///  Create a new deep copy of this graph 
        public virtual NodeGraph Copy()
        {
            // Instantiate a new nodegraph instance
            NodeGraph graph = Instantiate(this);
            // Instantiate all nodes inside the graph
            for (int i = 0; i < nodes.Count; i++)
            {
                if (nodes[i] == null) continue;
                Node.graphHotfix = graph;
                Node node = Instantiate(nodes[i]) as Node;
                node.graph = graph;
                graph.nodes[i] = node;
            }
            // Redirect all connections
            for (int i = 0; i < graph.nodes.Count; i++)
            {
                if (graph.nodes[i] == null) continue;
                foreach (NodePort port in graph.nodes[i].Ports)
                {
                    port.Redirect(nodes, graph.nodes);
                }
            }
            return graph;
        }
        protected virtual void OnDestroy()
        {
            // Remove all nodes prior to graph destruction
            // Clear();
        }
        #region Attributes
        ///  Automatically ensures the existance of a certain node type, and prevents it from being deleted. 
        [AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
        public class RequireNodeAttribute : Attribute
        {
            public Type type0;
            public Type type1;
            public Type type2;
            ///  Automatically ensures the existance of a certain node type, and prevents it from being deleted 
            public RequireNodeAttribute(Type type)
            {
                this.type0 = type;
                this.type1 = null;
                this.type2 = null;
            }
            ///  Automatically ensures the existance of a certain node type, and prevents it from being deleted 
            public RequireNodeAttribute(Type type, Type type2)
            {
                this.type0 = type;
                this.type1 = type2;
                this.type2 = null;
            }
            ///  Automatically ensures the existance of a certain node type, and prevents it from being deleted 
            public RequireNodeAttribute(Type type, Type type2, Type type3)
            {
                this.type0 = type;
                this.type1 = type2;
                this.type2 = type3;
            }
            public bool Requires(Type type)
            {
                if (type == null) return false;
                if (type == type0) return true;
                else if (type == type1) return true;
                else if (type == type2) return true;
                return false;
            }
        }
        #endregion
    }
}