using System.Collections.Generic;
using UnityEngine;

namespace UnityEngine.UI
{

    public class CustomOutline : Shadow
    {
        [Range(0, 15)]
        public float m_size = 3.0f;

        public bool glintEffect;


        [RangeAttribute(0, 5)]
        public int glintVertex = 0;
        [RangeAttribute(0, 3)]
        public int glintWidth = 0;
        public Color glintColor;

        public override void ModifyMesh(VertexHelper vh)
        {
            if (!IsActive())
                return;
            var verts = new List<UIVertex>();

            vh.GetUIVertexStream(verts);

            var neededCpacity = verts.Count * 5;
            if (verts.Capacity < neededCpacity)
                verts.Capacity = neededCpacity;


            if (glintEffect)
            {
                for (int i = 0; i < verts.Count; i++)
                {
                    UIVertex item = verts[i];

                    for (int j = -glintWidth; j <= glintWidth; j++)
                    {

                        if (i % 6 == Mathf.Repeat(glintVertex + j, 6))
                            item.color = glintColor;
                    }

                    verts[i] = item;
                }
            }

            Vector2 m_effectDistance = new Vector2(m_size, m_size);
            var start = 0;
            var end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, m_effectDistance.x, m_effectDistance.y);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, m_effectDistance.x, -m_effectDistance.y);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -m_effectDistance.x, m_effectDistance.y);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -m_effectDistance.x, -m_effectDistance.y);

            //////////////////////////////
            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, m_effectDistance.y * 1.5f);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, m_effectDistance.x * 1.5f, 0);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, -m_effectDistance.x * 1.5f, 0);

            start = end;
            end = verts.Count;
            ApplyShadowZeroAlloc(verts, effectColor, start, verts.Count, 0, -m_effectDistance.y * 1.5f);

            vh.Clear();
            vh.AddUIVertexTriangleStream(verts);

        }

    }
}