/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using UnityEngine.Events;
using Spine.Unity;

namespace Spine.Unity.Examples {

	[RequireComponent(typeof(CharacterController))]
	public class BasicPlatformerController : MonoBehaviour {

		public enum CharacterState {
			None,
			Idle,
			Walk,
			Run,
			Crouch,
			Rise,
			Fall,
			Attack
		}

		[Header("Components")]
		public CharacterController controller;

		[Header("Controls")]
		public string XAxis = "Horizontal";
		public string YAxis = "Vertical";
		public string JumpButton = "Jump";

		[Header("Moving")]
		public float walkSpeed = 1.5f;
		public float runSpeed = 7f;
		public float gravityScale = 6.6f;

		[Header("Jumping")]
		public float jumpSpeed = 25;
		public float minimumJumpDuration = 0.5f;
		public float jumpInterruptFactor = 0.5f;
		public float forceCrouchVelocity = 25;
		public float forceCrouchDuration = 0.5f;

		[Header("Animation")]
		public SkeletonAnimationHandleExample animationHandle;

		// Events
		public event UnityAction OnJump, OnLand, OnHardLand;

		Vector2 input = default(Vector2);
		Vector3 velocity = default(Vector3);
		float minimumJumpEndTime = 0;
		float forceCrouchEndTime;
		bool wasGrounded = false;

		CharacterState previousState, currentState;

		void Update () {
			float dt = Time.deltaTime;
			bool isGrounded = controller.isGrounded;
			bool landed = !wasGrounded && isGrounded;

			// Dummy input.
			input.x = Input.GetAxis(XAxis);
			input.y = Input.GetAxis(YAxis);
			bool inputJumpStop = Input.GetButtonUp(JumpButton);
			bool inputJumpStart = Input.GetButtonDown(JumpButton);
			bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
			bool doJumpInterrupt = false;
			bool doJump = false;
			bool hardLand = false;

			if (landed) {
				if (-velocity.y > forceCrouchVelocity) {
					hardLand = true;
					doCrouch = true;
					forceCrouchEndTime = Time.time + forceCrouchDuration;
				}
			}

			if (!doCrouch) {
				if (isGrounded) {
					if (inputJumpStart) {
						doJump = true;
					}
				} else {
					doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
				}
			}

			// Dummy physics and controller using UnityEngine.CharacterController.
			Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;

			if (doJump) {
				velocity.y = jumpSpeed;
				minimumJumpEndTime = Time.time + minimumJumpDuration;
			} else if (doJumpInterrupt) {
				if (velocity.y > 0)
					velocity.y *= jumpInterruptFactor;
			}

			velocity.x = 0;
			if (!doCrouch) {
				if (input.x != 0) {
					velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
					velocity.x *= Mathf.Sign(input.x);
				}
			}


			if (!isGrounded) {
				if (wasGrounded) {
					if (velocity.y < 0)
						velocity.y = 0;
				} else {
					velocity += gravityDeltaVelocity;
				}
			}
			controller.Move(velocity * dt);
			wasGrounded = isGrounded;

			// Determine and store character state
			if (isGrounded) {
				if (doCrouch) {
					currentState = CharacterState.Crouch;
				} else {
					if (input.x == 0)
						currentState = CharacterState.Idle;
					else
						currentState = Mathf.Abs(input.x) > 0.6f ? CharacterState.Run : CharacterState.Walk;
				}
			} else {
				currentState = velocity.y > 0 ? CharacterState.Rise : CharacterState.Fall;
			}

			bool stateChanged = previousState != currentState;
			previousState = currentState;

			// Animation
			// Do not modify character parameters or state in this phase. Just read them.
			// Detect changes in state, and communicate with animation handle if it changes.
			if (stateChanged)
				HandleStateChanged();

			if (input.x != 0)
				animationHandle.SetFlip(input.x);

			// Fire events.
			if (doJump) {
				OnJump.Invoke();
			}
			if (landed) {
				if (hardLand) {
					OnHardLand.Invoke();
				} else {
					OnLand.Invoke();
				}
			}
		}

		void HandleStateChanged () {
			// When the state changes, notify the animation handle of the new state.
			string stateName = null;
			switch (currentState) {
				case CharacterState.Idle:
					stateName = "idle";
					break;
				case CharacterState.Walk:
					stateName = "walk";
					break;
				case CharacterState.Run:
					stateName = "run";
					break;
				case CharacterState.Crouch:
					stateName = "crouch";
					break;
				case CharacterState.Rise:
					stateName = "rise";
					break;
				case CharacterState.Fall:
					stateName = "fall";
					break;
				case CharacterState.Attack:
					stateName = "attack";
					break;
				default:
					break;
			}

			animationHandle.PlayAnimationForState(stateName, 0);
		}

	}
}
