// Copyright (c) 2010 Bob Berkebile
// Please direct any bugs/comments/suggestions to http://www.pixelplacement.com
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

using UnityEngine;
using System.Collections.Generic;

[AddComponentMenu("Pixelplacement/iTweenPath")]
public class iTweenPath : MonoBehaviour
{
	public string pathName ="";
	public Color pathColor = Color.cyan;
	public List<Vector3> nodes = new List<Vector3>(){Vector3.zero, Vector3.zero};
	public int nodeCount;
	public Dictionary<string, iTweenPath> paths = new Dictionary<string, iTweenPath>();
	public bool initialized = false;
	public string initialName = "";
	public bool pathVisible = true;
		
	void OnEnable(){
		if(!paths.ContainsKey(pathName)){
			paths[pathName.ToLower()] = this;
		}
	}
	
	void OnDisable(){
		paths.Remove(pathName.ToLower());
	}
	
	void OnDrawGizmosSelected(){
		if(pathVisible){
			if(nodes.Count > 0){
				iTween.DrawPath(nodes.ToArray(), pathColor);
			}	
		}
	}
	
	/// <summary>
	/// Returns the visually edited path as a Vector3 array.
	/// </summary>
	/// <param name="requestedName">
	/// A <see cref="System.String"/> the requested name of a path.
	/// </param>
	/// <returns>
	/// A <see cref="Vector3[]"/>
	/// </returns>
	public Vector3[] GetPath(string requestedName){
		requestedName = requestedName.ToLower();
		if(paths.ContainsKey(requestedName)){
			return paths[requestedName].nodes.ToArray();
		}else{
			Debug.Log("No path with that name (" + requestedName + ") exists! Are you sure you wrote it correctly?");
			return null;
		}
	}
	
	/// <summary>
	/// Returns the reversed visually edited path as a Vector3 array.
	/// </summary>
	/// <param name="requestedName">
	/// A <see cref="System.String"/> the requested name of a path.
	/// </param>
	/// <returns>
	/// A <see cref="Vector3[]"/>
	/// </returns>
	public Vector3[] GetPathReversed(string requestedName){
		requestedName = requestedName.ToLower();
		if(paths.ContainsKey(requestedName)){
			List<Vector3>  revNodes = paths[requestedName].nodes.GetRange(0,paths[requestedName].nodes.Count);
			revNodes.Reverse();
			return revNodes.ToArray();
		}else{
			Debug.Log("No path with that name (" + requestedName + ") exists! Are you sure you wrote it correctly?");
			return null;
		}
	}
}