﻿using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;

namespace CrazyGames
{
    public class JsonData
    {
        public int number;
        public int[] numbers;
        public Vector3 vector;
        public bool isBool;
        public string str;
    }

    /// <summary>Utility for testing APS with PlayerPrefs</summary>
    public class PlayerPrefsAPS : MonoBehaviour
    {
        public Text playerPrefsText;

        void Start()
        {
            UpdatePlayerPrefsText();
        }

        public void SetInt()
        {
            PlayerPrefs.SetInt("someInt", Random.Range(0, 100));
            PlayerPrefs.Save();
            UpdatePlayerPrefsText();
        }

        public void SetFloat()
        {
            PlayerPrefs.SetFloat("someFloat", Random.Range(0f, 1f));
            PlayerPrefs.Save();
            UpdatePlayerPrefsText();
        }

        public void SetString()
        {
            PlayerPrefs.SetString("someString", RandomString(8));
            PlayerPrefs.Save();
            UpdatePlayerPrefsText();
        }

        public void SetJson()
        {
            JsonData jsonData = new JsonData();
            jsonData.number = Random.Range(0, 10);
            jsonData.numbers = new int[2];
            jsonData.numbers[0] = Random.Range(10, 20);
            jsonData.numbers[1] = Random.Range(20, 30);
            jsonData.vector = Vector3.one;
            jsonData.isBool = true;
            jsonData.str = RandomString(8);

            string jsonStr = JsonUtility.ToJson(jsonData);

            PlayerPrefs.SetString("someJson", jsonStr);
            PlayerPrefs.Save();
            UpdatePlayerPrefsText();
        }

        public void DeleteAll()
        {
            PlayerPrefs.DeleteAll();
            PlayerPrefs.Save();
            UpdatePlayerPrefsText();
        }

        public void DeleteKey(string key)
        {
            PlayerPrefs.DeleteKey(key);
            PlayerPrefs.Save();
            UpdatePlayerPrefsText();
        }

        public void UpdatePlayerPrefsText()
        {
            playerPrefsText.text = "Player prefs contents:\n";
            bool hasKey = false;
            if (PlayerPrefs.HasKey("someInt"))
            {
                playerPrefsText.text += "Key \"someInt\" has value " + PlayerPrefs.GetInt("someInt") + "\n";
                hasKey = true;
            }

            if (PlayerPrefs.HasKey("someFloat"))
            {
                playerPrefsText.text += "Key \"someFloat\" has value " + PlayerPrefs.GetFloat("someFloat") + "\n";
                hasKey = true;
            }

            if (PlayerPrefs.HasKey("someString"))
            {
                playerPrefsText.text += "Key \"someString\" has value \"" + PlayerPrefs.GetString("someString") + "\n";
                hasKey = true;
            }

            if (PlayerPrefs.HasKey("someJson"))
            {
                playerPrefsText.text += "Key \"someJson\" has value \"" + PlayerPrefs.GetString("someJson") + "\n";
                hasKey = true;
            }

            if (!hasKey)
            {
                playerPrefsText.text = "No keys in player prefs.";
            }
        }

        private string RandomString(int length)
        {
            System.Random random = new System.Random();
            const string chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
            return new string(Enumerable.Repeat(chars, length).Select(s => s[random.Next(s.Length)]).ToArray());
        }
    }
}
