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

#if UNITY_2018_3 || UNITY_2019
#define NEW_PREFAB_SYSTEM
#endif

using System;
using UnityEngine;

namespace Spine.Unity {

	/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
	#if NEW_PREFAB_SYSTEM
	[ExecuteAlways]
	#else
	[ExecuteInEditMode]
	#endif
	[AddComponentMenu("Spine/BoneFollower")]
	public class BoneFollower : MonoBehaviour {

		#region Inspector
		public SkeletonRenderer skeletonRenderer;
		public SkeletonRenderer SkeletonRenderer {
			get { return skeletonRenderer; }
			set {
				skeletonRenderer = value;
				Initialize();
			}
		}

		/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
		[SpineBone(dataField: "skeletonRenderer")]
		[SerializeField] public string boneName;

		public bool followZPosition = true;
		public bool followBoneRotation = true;

		[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
		public bool followSkeletonFlip = true;

		[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
		public bool followLocalScale = false;

		[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
		public bool initializeOnAwake = true;
		#endregion

		[NonSerialized] public bool valid;
		[NonSerialized] public Bone bone;

		Transform skeletonTransform;
		bool skeletonTransformIsParent;

		/// <summary>
		/// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary>
		public bool SetBone (string name) {
			bone = skeletonRenderer.skeleton.FindBone(name);
			if (bone == null) {
				Debug.LogError("Bone not found: " + name, this);
				return false;
			}
			boneName = name;
			return true;
		}

		public void Awake () {
			if (initializeOnAwake) Initialize();
		}

		public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
			Initialize();
		}

		public void Initialize () {
			bone = null;
			valid = skeletonRenderer != null && skeletonRenderer.valid;
			if (!valid) return;

			skeletonTransform = skeletonRenderer.transform;
			skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
			skeletonRenderer.OnRebuild += HandleRebuildRenderer;
			skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);

			if (!string.IsNullOrEmpty(boneName))
				bone = skeletonRenderer.skeleton.FindBone(boneName);

			#if UNITY_EDITOR
			if (Application.isEditor)
				LateUpdate();
			#endif
		}

		void OnDestroy () {
			if (skeletonRenderer != null)
				skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
		}

		public void LateUpdate () {
			if (!valid) {
				Initialize();
				return;
			}

			#if UNITY_EDITOR
			if (!Application.isPlaying)
				skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
			#endif

			if (bone == null) {
				if (string.IsNullOrEmpty(boneName)) return;
				bone = skeletonRenderer.skeleton.FindBone(boneName);
				if (!SetBone(boneName)) return;
			}

			Transform thisTransform = this.transform;
			if (skeletonTransformIsParent) {
				// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
				thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
				if (followBoneRotation) {
					float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
					if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
						halfRotation += Mathf.PI * 0.5f;

					var q = default(Quaternion);
					q.z = Mathf.Sin(halfRotation);
					q.w = Mathf.Cos(halfRotation);
					thisTransform.localRotation = q;
				}
			} else {
				// For special cases: Use transform world properties if transform relationship is complicated
				Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
				if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;

				float boneWorldRotation = bone.WorldRotationX;

				Transform transformParent = thisTransform.parent;
				if (transformParent != null) {
					Matrix4x4 m = transformParent.localToWorldMatrix;
					if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
						boneWorldRotation = -boneWorldRotation;
				}

				if (followBoneRotation) {
					Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
					if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
					thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
				} else {
					thisTransform.position = targetWorldPosition;
				}
			}

			Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
			if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.scaleX * bone.skeleton.scaleY);
			thisTransform.localScale = localScale;
		}
	}

}
