/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * 
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;

[ExecuteInEditMode]
public class BoundingBoxFollower : MonoBehaviour {

	public SkeletonRenderer skeletonRenderer;

	[SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
	public string slotName;

	//TODO:  not this
	[Tooltip("LOL JK, Someone else do it!")]
	public bool use3DMeshCollider;

	private Slot slot;
	private BoundingBoxAttachment currentAttachment;
	private PolygonCollider2D currentCollider;
	private string currentAttachmentName;
	private bool valid = false;
	private bool hasReset;

	public Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
	public Dictionary<BoundingBoxAttachment, string> attachmentNameTable = new Dictionary<BoundingBoxAttachment, string>();

	public string CurrentAttachmentName {
		get {
			return currentAttachmentName;
		}
	}

	public BoundingBoxAttachment CurrentAttachment {
		get {
			return currentAttachment;
		}
	}

	public PolygonCollider2D CurrentCollider {
		get {
			return currentCollider;
		}
	}

	public Slot Slot {
		get {
			return slot;
		}
	}


	void OnEnable () {
		ClearColliders();

		if (skeletonRenderer == null)
			skeletonRenderer = GetComponentInParent<SkeletonRenderer>();

		if (skeletonRenderer != null) {
			skeletonRenderer.OnRebuild -= HandleReset;
			skeletonRenderer.OnRebuild += HandleReset;

			if (hasReset)
				HandleReset(skeletonRenderer);
		}
	}

	void OnDisable () {
		skeletonRenderer.OnRebuild -= HandleReset;
	}

	void Start () {
		if (!hasReset && skeletonRenderer != null)
			HandleReset(skeletonRenderer);
	}

	public void HandleReset (SkeletonRenderer renderer) {
		if (slotName == null || slotName == "")
			return;

		hasReset = true;

		ClearColliders();
		colliderTable.Clear();

		if (skeletonRenderer.skeleton == null) {
			skeletonRenderer.OnRebuild -= HandleReset;
			skeletonRenderer.Initialize(false);
			skeletonRenderer.OnRebuild += HandleReset;
		}


		var skeleton = skeletonRenderer.skeleton;
		slot = skeleton.FindSlot(slotName);
		int slotIndex = skeleton.FindSlotIndex(slotName);

		foreach (var skin in skeleton.Data.Skins) {
			List<string> attachmentNames = new List<string>();
			skin.FindNamesForSlot(slotIndex, attachmentNames);

			foreach (var name in attachmentNames) {
				var attachment = skin.GetAttachment(slotIndex, name);
				if (attachment is BoundingBoxAttachment) {
					var collider = SkeletonUtility.AddBoundingBoxAsComponent((BoundingBoxAttachment)attachment, gameObject, true);
					collider.enabled = false;
					collider.hideFlags = HideFlags.HideInInspector;
					colliderTable.Add((BoundingBoxAttachment)attachment, collider);
					attachmentNameTable.Add((BoundingBoxAttachment)attachment, name);
				}
			}
		}

		if (colliderTable.Count == 0)
			valid = false;
		else
			valid = true;

		if (!valid)
			Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
	}

	void ClearColliders () {
		var colliders = GetComponents<PolygonCollider2D>();
		if (Application.isPlaying) {
			foreach (var c in colliders) {
				Destroy(c);
			}
		} else {
			foreach (var c in colliders) {
				DestroyImmediate(c);
			}
		}

		colliderTable.Clear();
		attachmentNameTable.Clear();
	}

	void LateUpdate () {
		if (!skeletonRenderer.valid)
			return;

		if (slot != null) {
			if (slot.Attachment != currentAttachment)
				SetCurrent((BoundingBoxAttachment)slot.Attachment);
		}
	}

	void SetCurrent (BoundingBoxAttachment attachment) {
		if (currentCollider)
			currentCollider.enabled = false;

		if (attachment != null) {
			currentCollider = colliderTable[attachment];
			currentCollider.enabled = true;
		} else {
			currentCollider = null;
		}

		currentAttachment = attachment;

		currentAttachmentName = currentAttachment == null ? null : attachmentNameTable[attachment];
	}
}
