/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes 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, 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 UnityEngine;
using Spine.Unity.Modules.AttachmentTools;

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

		#region Inspector
		[Header("From AtlasAsset")]
		public AtlasAsset handSource;
		[SpineAtlasRegion("handSource")] public string handRegion = "hand";
		[SpineAttachment] public string handAttachmentName;
		[SpineSlot] public string handSlot;
		public Vector2 newHandOffset;
		public float newHandRotation;
		public Texture2D handTexture;

		[Header("From Sprite")]
		public Sprite dagger;
		public string daggerName = "dagger";
		[SpineSlot] public string weaponSlot;

		[Header("MeshAttachment.SetRegion")]
		public bool applyHeadRegion = false;
		public AtlasAsset headSource;
		[SpineAtlasRegion("headSource")] public string headRegion;
		[SpineSlot] public string headSlot;
		[SpineAttachment] public string headAttachmentName;

		[Header("Runtime Repack")]
		public bool repack = true;
		public Shader repackedShader;

		[Header("Do not assign")]
		public Texture2D runtimeAtlas;
		public Material runtimeMaterial;

		#endregion

		void Start () {
			var skeletonAnimation = GetComponent<SkeletonAnimation>();
			var skeleton = skeletonAnimation.Skeleton;

			// All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
			var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);

			// Case 1: Create an attachment from an atlas.
			RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
			newHand.SetPositionOffset(newHandOffset);
			newHand.rotation = newHandRotation;
			newHand.UpdateOffset();
			int handSlotIndex = skeleton.FindSlotIndex(handSlot);
			handTexture = newHand.GetRegion().ToTexture();
			newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);

			// Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
			RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
			newWeapon.SetScale(1.5f, 1.5f);
			newWeapon.UpdateOffset();
			int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
			newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);

			// Case 3: Change an existing attachment's backing region.
			if (applyHeadRegion) {
				AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
				int headSlotIndex = skeleton.FindSlotIndex(headSlot);
				var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
				newHead.SetRegion(spineBoyHead);
				newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
			}

			// Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
			// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
			if (repack)
				newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
			
			skeleton.SetSkin(newSkin);
			skeleton.SetToSetupPose();
			skeleton.SetAttachment(weaponSlot, daggerName);
		}

	}
}
