/******************************************************************************
 * 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.
 *****************************************************************************/

// Contributed by: Mitch Thompson

using UnityEngine;
using System.Collections;

namespace Spine.Unity.Examples {
	public class SkeletonGhostRenderer : MonoBehaviour {
		static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
		const string colorPropertyName = "_Color";

		float fadeSpeed = 10;
		Color32 startColor;
		MeshFilter meshFilter;
		MeshRenderer meshRenderer;

		MaterialPropertyBlock mpb;
		int colorId;

		void Awake () {
			meshRenderer = gameObject.AddComponent<MeshRenderer>();
			meshFilter = gameObject.AddComponent<MeshFilter>();

			colorId = Shader.PropertyToID(colorPropertyName);
			mpb = new MaterialPropertyBlock();
		}

		public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
			StopAllCoroutines();

			gameObject.SetActive(true);
			meshRenderer.sharedMaterials = materials;
			meshRenderer.sortingLayerID = sortingLayerID;
			meshRenderer.sortingOrder = sortingOrder;
			meshFilter.sharedMesh = Instantiate(mesh);
			startColor = color;
			mpb.SetColor(colorId, color);
			meshRenderer.SetPropertyBlock(mpb);

			fadeSpeed = speed;

			if (additive)
				StartCoroutine(FadeAdditive());
			else
				StartCoroutine(Fade());
		}

		IEnumerator Fade () {
			Color32 c = startColor;
			Color32 black = SkeletonGhostRenderer.TransparentBlack;

			float t = 1f;
			for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
				c = Color32.Lerp(black, startColor, t);
				mpb.SetColor(colorId, c);
				meshRenderer.SetPropertyBlock(mpb);

				t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
				if (t <= 0)
					break;

				yield return null;
			}

			Destroy(meshFilter.sharedMesh);
			gameObject.SetActive(false);
		}

		IEnumerator FadeAdditive () {
			Color32 c = startColor;
			Color32 black = SkeletonGhostRenderer.TransparentBlack;

			float t = 1f;

			for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
				c = Color32.Lerp(black, startColor, t);
				mpb.SetColor(colorId, c);
				meshRenderer.SetPropertyBlock(mpb);

				t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
				if (t <= 0)
					break;

				yield return null;
			}

			Destroy(meshFilter.sharedMesh);

			gameObject.SetActive(false);
		}

		public void Cleanup () {
			if (meshFilter != null && meshFilter.sharedMesh != null)
				Destroy(meshFilter.sharedMesh);

			Destroy(gameObject);
		}
	}

}
