/******************************************************************************
 * 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 System.Collections;
using Spine.Unity;

namespace Spine.Unity.Examples {
	public class RaggedySpineboy : MonoBehaviour {

		public LayerMask groundMask;
		public float restoreDuration = 0.5f;
		public Vector2 launchVelocity = new Vector2(50,100);

		Spine.Unity.Examples.SkeletonRagdoll2D ragdoll;
		Collider2D naturalCollider;

		void Start () {
			ragdoll = GetComponent<Spine.Unity.Examples.SkeletonRagdoll2D>();
			naturalCollider = GetComponent<Collider2D>();
		}

		void AddRigidbody () {
			var rb = gameObject.AddComponent<Rigidbody2D>();
			rb.freezeRotation = true;
			naturalCollider.enabled = true;
		}

		void RemoveRigidbody () {
			Destroy(GetComponent<Rigidbody2D>());
			naturalCollider.enabled = false;
		}

		void OnMouseUp () {
			if (naturalCollider.enabled)
				Launch();
		}

		void Launch () {
			RemoveRigidbody();
			ragdoll.Apply();
			ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
			StartCoroutine(WaitUntilStopped());
		}

		IEnumerator Restore () {
			Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
			Vector3 rbPosition = ragdoll.RootRigidbody.position;

			Vector3 skeletonPoint = estimatedPos;
			RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
			if (hit.collider != null)
				skeletonPoint = hit.point;

			ragdoll.RootRigidbody.isKinematic = true;
			ragdoll.SetSkeletonPosition(skeletonPoint);

			yield return ragdoll.SmoothMix(0, restoreDuration);
			ragdoll.Remove();

			AddRigidbody();
		}

		IEnumerator WaitUntilStopped () {
			yield return new WaitForSeconds(0.5f);

			float t = 0;
			while (t < 0.5f) {
				t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
				yield return null;
			}

			StartCoroutine(Restore());
		}
	}
}
