//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------

using GameFramework;
using GameFramework.Event;
using GameFramework.Resource;
using System.Collections.Generic;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;

namespace MetaClient
{
    public class ProcedurePreload : ProcedureBase
    {
        public static readonly string[] DataTableNames = new string[]
        {
            "Aircraft",
            "Armor",
            "Asteroid",
            "Entity",
            "Music",
            "Scene",
            "Sound",
            "Thruster",
            "UIForm",
            "UISound",
            "Weapon",
            "CustomBody",
        };

        private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();

        public override bool UseNativeDialog
        {
            get
            {
                return true;
            }
        }

        protected override void OnEnter(ProcedureOwner procedureOwner)
        {
            base.OnEnter(procedureOwner);

            GameEntry.Event.Subscribe(LoadConfigSuccessEventArgs.EventId, OnLoadConfigSuccess);
            GameEntry.Event.Subscribe(LoadConfigFailureEventArgs.EventId, OnLoadConfigFailure);
            GameEntry.Event.Subscribe(LoadDataTableSuccessEventArgs.EventId, OnLoadDataTableSuccess);
            GameEntry.Event.Subscribe(LoadDataTableFailureEventArgs.EventId, OnLoadDataTableFailure);
            GameEntry.Event.Subscribe(LoadDictionarySuccessEventArgs.EventId, OnLoadDictionarySuccess);
            GameEntry.Event.Subscribe(LoadDictionaryFailureEventArgs.EventId, OnLoadDictionaryFailure);

            m_LoadedFlag.Clear();

            PreloadResources();
        }

        protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
        {
            GameEntry.Event.Unsubscribe(LoadConfigSuccessEventArgs.EventId, OnLoadConfigSuccess);
            GameEntry.Event.Unsubscribe(LoadConfigFailureEventArgs.EventId, OnLoadConfigFailure);
            GameEntry.Event.Unsubscribe(LoadDataTableSuccessEventArgs.EventId, OnLoadDataTableSuccess);
            GameEntry.Event.Unsubscribe(LoadDataTableFailureEventArgs.EventId, OnLoadDataTableFailure);
            GameEntry.Event.Unsubscribe(LoadDictionarySuccessEventArgs.EventId, OnLoadDictionarySuccess);
            GameEntry.Event.Unsubscribe(LoadDictionaryFailureEventArgs.EventId, OnLoadDictionaryFailure);

            base.OnLeave(procedureOwner, isShutdown);
        }

        protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
        {
            base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);

            foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
            {
                if (!loadedFlag.Value)
                {
                    return;
                }
            }

            procedureOwner.SetData<VarInt32>("NextSceneId", GameEntry.Config.GetInt("Scene.CustomRole"));
            ChangeState<ProcedureChangeScene>(procedureOwner);
        }

        private void PreloadResources()
        {
            // Preload configs
            LoadConfig("DefaultConfig");

            // Preload data tables
            foreach (string dataTableName in DataTableNames)
            {
                LoadDataTable(dataTableName);
            }

            // Preload dictionaries
            LoadDictionary("Default");

            // Preload fonts
            LoadFont("MainFont");
        }

        private void LoadConfig(string configName)
        {
            string configAssetName = AssetUtility.GetConfigAsset(configName, false);
            m_LoadedFlag.Add(configAssetName, false);
            GameEntry.Config.ReadData(configAssetName, this);
        }

        private void LoadDataTable(string dataTableName)
        {
            string dataTableAssetName = AssetUtility.GetDataTableAsset(dataTableName, false);
            m_LoadedFlag.Add(dataTableAssetName, false);
            GameEntry.DataTable.LoadDataTable(dataTableName, dataTableAssetName, this);
        }

        private void LoadDictionary(string dictionaryName)
        {
            string dictionaryAssetName = AssetUtility.GetDictionaryAsset(dictionaryName, false);
            m_LoadedFlag.Add(dictionaryAssetName, false);
            GameEntry.Localization.ReadData(dictionaryAssetName, this);
        }

        private void LoadFont(string fontName)
        {
            m_LoadedFlag.Add(Utility.Text.Format("Font.{0}", fontName), false);
            GameEntry.Resource.LoadAsset(AssetUtility.GetFontAsset(fontName), Constant.AssetPriority.FontAsset, new LoadAssetCallbacks(
                (assetName, asset, duration, userData) =>
                {
                    m_LoadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
                    UGuiForm.SetMainFont((Font)asset);
                    Log.Info("Load font '{0}' OK.", fontName);
                },

                (assetName, status, errorMessage, userData) =>
                {
                    Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName, errorMessage);
                }));
        }

        private void OnLoadConfigSuccess(object sender, GameEventArgs e)
        {
            LoadConfigSuccessEventArgs ne = (LoadConfigSuccessEventArgs)e;
            if (ne.UserData != this)
            {
                return;
            }

            m_LoadedFlag[ne.ConfigAssetName] = true;
            Log.Info("Load config '{0}' OK.", ne.ConfigAssetName);
        }

        private void OnLoadConfigFailure(object sender, GameEventArgs e)
        {
            LoadConfigFailureEventArgs ne = (LoadConfigFailureEventArgs)e;
            if (ne.UserData != this)
            {
                return;
            }

            Log.Error("Can not load config '{0}' from '{1}' with error message '{2}'.", ne.ConfigAssetName, ne.ConfigAssetName, ne.ErrorMessage);
        }

        private void OnLoadDataTableSuccess(object sender, GameEventArgs e)
        {
            LoadDataTableSuccessEventArgs ne = (LoadDataTableSuccessEventArgs)e;
            if (ne.UserData != this)
            {
                return;
            }

            m_LoadedFlag[ne.DataTableAssetName] = true;
            Log.Info("Load data table '{0}' OK.", ne.DataTableAssetName);
        }

        private void OnLoadDataTableFailure(object sender, GameEventArgs e)
        {
            LoadDataTableFailureEventArgs ne = (LoadDataTableFailureEventArgs)e;
            if (ne.UserData != this)
            {
                return;
            }

            Log.Error("Can not load data table '{0}' from '{1}' with error message '{2}'.", ne.DataTableAssetName, ne.DataTableAssetName, ne.ErrorMessage);
        }

        private void OnLoadDictionarySuccess(object sender, GameEventArgs e)
        {
            LoadDictionarySuccessEventArgs ne = (LoadDictionarySuccessEventArgs)e;
            if (ne.UserData != this)
            {
                return;
            }

            m_LoadedFlag[ne.DictionaryAssetName] = true;
            Log.Info("Load dictionary '{0}' OK.", ne.DictionaryAssetName);
        }

        private void OnLoadDictionaryFailure(object sender, GameEventArgs e)
        {
            LoadDictionaryFailureEventArgs ne = (LoadDictionaryFailureEventArgs)e;
            if (ne.UserData != this)
            {
                return;
            }

            Log.Error("Can not load dictionary '{0}' from '{1}' with error message '{2}'.", ne.DictionaryAssetName, ne.DictionaryAssetName, ne.ErrorMessage);
        }
    }
}
