/******************************************************************************
 * 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;

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

		public SpineboyFootplanter footPlanter;

		[SpineSlot]
		public string eyeSlotName, mouthSlotName;

		[SpineAttachment(slotField:"eyeSlotName")]
		public string shockEyeName, normalEyeName;

		[SpineAttachment(slotField: "mouthSlotName")]
		public string shockMouthName, normalMouthName;

		public Slot eyeSlot, mouthSlot;
		public Attachment shockEye, normalEye, shockMouth, normalMouth;

		public float balanceThreshold = 2.5f;
		public float shockDuration = 1f;

		[Header("Debug")]
		public float shockTimer = 0f;

		void Start () {
			var skeletonAnimation = GetComponent<SkeletonAnimation>();
			var skeleton = skeletonAnimation.Skeleton;
			eyeSlot = skeleton.FindSlot(eyeSlotName);
			mouthSlot = skeleton.FindSlot(mouthSlotName);

			int eyeSlotIndex = skeleton.FindSlotIndex(eyeSlotName);
			shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
			normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);

			int mouthSlotIndex = skeleton.FindSlotIndex(mouthSlotName);
			shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
			normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
		}

		void Update () {
			if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
				shockTimer = shockDuration;	

			if (shockTimer > 0)
				shockTimer -= Time.deltaTime;

			if (shockTimer > 0) {
				eyeSlot.Attachment = shockEye;
				mouthSlot.Attachment = shockMouth;
			} else {
				eyeSlot.Attachment = normalEye;
				mouthSlot.Attachment = normalMouth;
			}
		}
	}

}
