using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
using UnityEditor;
using UnityEngine;
using System.Collections;

[CustomActionEditor(typeof(MoveTowards))]
public class MoveTowardsActionEditor : CustomActionEditor
{
    public override bool OnGUI()
    {
        return DrawDefaultInspector();
    }

    public override void OnSceneGUI()
    {
        var moveTowardsAction = (MoveTowards)target;

        if (moveTowardsAction.UpdateTargetPos())
        {
            var go = target.Fsm.GetOwnerDefaultTarget(moveTowardsAction.gameObject);
            var goTransform = go.transform;
            var goPosition = goTransform.position;

            var lookAtPosition = moveTowardsAction.GetTargetPos();
            var lookAtVector = lookAtPosition - goPosition;
            var lookAtRotation = Quaternion.LookRotation(lookAtVector);

            var handleSize = HandleUtility.GetHandleSize(goPosition);
            var arrowSize = handleSize * 0.2f;
            var distance = (lookAtPosition - goPosition).magnitude;

            var goTarget = moveTowardsAction.targetObject.Value;

            // Position handles

            if (!moveTowardsAction.targetPosition.IsNone)
            {
                if (goTarget != null)
                {
                    // Edit local offset from target object

                    var goTargetTransform = goTarget.transform;
                    var worldTargetPos = goTargetTransform.TransformPoint(moveTowardsAction.targetPosition.Value);

                    moveTowardsAction.targetPosition.Value = goTargetTransform.InverseTransformPoint(Handles.PositionHandle(worldTargetPos, goTarget.transform.rotation));
                    Handles.color = new Color(1, 1, 1, 0.2f);
                    Handles.DrawLine(goTargetTransform.position, moveTowardsAction.GetTargetPosWithVertical());
                }
                else
                {
                    // Edit world position

                    moveTowardsAction.targetPosition.Value = Handles.PositionHandle(moveTowardsAction.targetPosition.Value, Quaternion.identity);
                }
            }

            // Target vector

            Handles.DrawLine(goPosition, lookAtPosition);
            Handles.ConeCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f), lookAtRotation, arrowSize); // fudge factor to position cap correctly

            // Show vertical offset

            if (moveTowardsAction.ignoreVertical.Value)
            {
                Handles.DrawLine(lookAtPosition, moveTowardsAction.GetTargetPosWithVertical());
            }

            if (GUI.changed)
            {
                FsmEditor.EditingActions();
            }
        }
    }
}
