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

#define AUTOINIT_SPINEREFERENCE

using UnityEngine;

namespace Spine.Unity {
	[CreateAssetMenu(menuName = "Spine/Animation Reference Asset", order = 100)]
	public class AnimationReferenceAsset : ScriptableObject, IHasSkeletonDataAsset {
		const bool QuietSkeletonData = true;

		[SerializeField] protected SkeletonDataAsset skeletonDataAsset;
		[SerializeField, SpineAnimation] protected string animationName;
		private Animation animation;

		public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }

		public Animation Animation {
			get {
				#if AUTOINIT_SPINEREFERENCE
				if (animation == null)
					Initialize();
				#endif

				return animation;
			}
		}
		
		public void Initialize () {
			if (skeletonDataAsset == null) return;
			this.animation = skeletonDataAsset.GetSkeletonData(AnimationReferenceAsset.QuietSkeletonData).FindAnimation(animationName);
			if (this.animation == null) Debug.LogWarningFormat("Animation '{0}' not found in SkeletonData : {1}.", animationName, skeletonDataAsset.name);
		}
		
		public static implicit operator Animation (AnimationReferenceAsset asset) {
			return asset.Animation;
		}
	}
}
