/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * 
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) 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 UnityEngine;
using System.Collections;
using Spine;

namespace Spine {
	/// <summary>
	/// Use this as a condition-blocking yield instruction for Unity Coroutines. 
	/// The routine will pause until the AnimationState fires an event matching the given event name or EventData reference.</summary>
	public class WaitForSpineEvent : IEnumerator {

		Spine.EventData m_TargetEvent;
		string m_EventName;
		Spine.AnimationState m_AnimationState;

		bool m_WasFired = false;
		bool m_unsubscribeAfterFiring = false;

		#region Constructors
		void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) {
			if (state == null || eventDataReference == null) {
				m_WasFired = true;
			} else {
				m_AnimationState = state;
				m_TargetEvent = eventDataReference;
				state.Event += HandleAnimationStateEvent;

				m_unsubscribeAfterFiring = unsubscribe;
			}
		}

		void SubscribeByName (Spine.AnimationState state, string eventName, bool unsubscribe) {
			if (state == null || string.IsNullOrEmpty(eventName)) {
				m_WasFired = true;
			} else {
				m_AnimationState = state;
				m_EventName = eventName;
				state.Event += HandleAnimationStateEventByName;

				m_unsubscribeAfterFiring = unsubscribe;
			}
		}

		public WaitForSpineEvent (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
			Subscribe(state, eventDataReference, unsubscribeAfterFiring);
		}

		public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {			
			// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
			Subscribe(skeletonAnimation.state, eventDataReference, unsubscribeAfterFiring);
		}
			
		public WaitForSpineEvent (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
			SubscribeByName(state, eventName, unsubscribeAfterFiring);
		}

		public WaitForSpineEvent (SkeletonAnimation skeletonAnimation, string eventName, bool unsubscribeAfterFiring = true) {
			// If skeletonAnimation is invalid, its state will be null. Subscribe handles null states just fine.
			SubscribeByName(skeletonAnimation.state, eventName, unsubscribeAfterFiring);
		}
		#endregion

		#region Event Handlers
		void HandleAnimationStateEventByName (AnimationState state, int trackIndex, Spine.Event e) {
			if (state != m_AnimationState) return;

			m_WasFired |= (e.Data.Name == m_EventName);			// Check event name string match.
			if (m_WasFired && m_unsubscribeAfterFiring)
				state.Event -= HandleAnimationStateEventByName;	// Unsubscribe after correct event fires.
		}

		void HandleAnimationStateEvent (AnimationState state, int trackIndex, Spine.Event e) {
			if (state != m_AnimationState) return;

			m_WasFired |= (e.Data == m_TargetEvent);			// Check event data reference match.
			if (m_WasFired && m_unsubscribeAfterFiring)
				state.Event -= HandleAnimationStateEvent; 		// Usubscribe after correct event fires.
		}
		#endregion

		#region Reuse
		/// <summary>
		/// By default, WaitForSpineEvent will unsubscribe from the event immediately after it fires a correct matching event. 
		/// If you want to reuse this WaitForSpineEvent instance on the same event, you can set this to false.</summary>
		public bool WillUnsubscribeAfterFiring { get { return m_unsubscribeAfterFiring; } set { m_unsubscribeAfterFiring = value; } }

		public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) {
			((IEnumerator)this).Reset();
			Clear(state);
			Subscribe(state, eventDataReference, unsubscribeAfterFiring);

			return this;
		}

		public WaitForSpineEvent NowWaitFor (Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) {
			((IEnumerator)this).Reset();
			Clear(state);
			SubscribeByName(state, eventName, unsubscribeAfterFiring);

			return this;
		}

		void Clear (Spine.AnimationState state) {
			state.Event -= HandleAnimationStateEvent;
			state.Event -= HandleAnimationStateEventByName;
		}
		#endregion

		#region IEnumerator
		bool IEnumerator.MoveNext () {
			if (m_WasFired) {
				((IEnumerator)this).Reset();	// auto-reset for YieldInstruction reuse
				return false;
			}

			return true;
		}
		void IEnumerator.Reset () { m_WasFired = false; }
		object IEnumerator.Current { get { return null; } }
		#endregion


	}
}
