/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, 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.
 *
 * THIS SOFTWARE IS 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 THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

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

public class HurtFlashEffect : MonoBehaviour {

	const int DefaultFlashCount = 3;

	public int flashCount = DefaultFlashCount;
	public Color flashColor = Color.white;
	[Range(1f/120f, 1f/15f)]
	public float interval = 1f/60f;
	public string fillPhaseProperty = "_FillPhase";
	public string fillColorProperty = "_FillColor";

	MaterialPropertyBlock mpb;
	MeshRenderer meshRenderer;

	public void Flash () {
		if (mpb == null) mpb = new MaterialPropertyBlock();
		if (meshRenderer == null) meshRenderer = GetComponent<MeshRenderer>();
		meshRenderer.GetPropertyBlock(mpb);
		
		StartCoroutine(FlashRoutine());
	}

	IEnumerator FlashRoutine () {
		if (flashCount < 0) flashCount = DefaultFlashCount;
		int fillPhase = Shader.PropertyToID(fillPhaseProperty);
		int fillColor = Shader.PropertyToID(fillColorProperty);

		var wait = new WaitForSeconds(interval);

		for (int i = 0; i < flashCount; i++) {
			mpb.SetColor(fillColor, flashColor);
			mpb.SetFloat(fillPhase, 1f);
			meshRenderer.SetPropertyBlock(mpb);
			yield return wait;

			mpb.SetFloat(fillPhase, 0f);
			meshRenderer.SetPropertyBlock(mpb);
			yield return wait;
		}

		yield return null;
	}

}
