using UnityEngine;

namespace pdinklag
{
    public static class ComponentExtensions
    {
        public static bool TryGetComponentInSelfOrParent<C>(this Component c, out C result) where C : class
        {
            if (c.TryGetComponent(out result))
            {
                return true;
            }
            else
            {
                return c.TryGetComponentInParent(out result);
            }
        }

        public static bool TryGetComponentInParent<C>(this Component c, out C result) where C : class
        {
            var parent = c.transform.parent;
            if (parent)
            {
                if (parent.TryGetComponent(out result))
                {
                    return true;
                }
                else
                {
                    return parent.TryGetComponentInParent(out result);
                }
            }
            else
            {
                result = null;
                return false;
            }
        }

        public static bool TryGetComponentInChildren<C>(this Component c, out C result) where C : class
        {
            if (c.TryGetComponent<C>(out result))
            {
                return true;
            }
            else
            {
                var xform = c.transform;
                for (var i = 0; i < xform.childCount; i++)
                {
                    if (TryGetComponentInChildren(xform.GetChild(i), out result))
                    {
                        return true;
                    }
                }
                return false;
            }
        }

        public static void AddComponentToEach<C>(this Component[] components, bool force = false) where C : Component
        {
            foreach (var x in components)
            {
                var go = x.gameObject;
                if (force || !go.TryGetComponent<C>(out _))
                {
                    x.gameObject.AddComponent<C>();
                }
            }
        }
    }
}
