/******************************************************************************
 * 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 System;
using UnityEditor;
using UnityEngine;


namespace Spine.Unity.Editor {
	
	[CustomEditor(typeof(BoneFollower))]
	public class BoneFollowerInspector : UnityEditor.Editor {
		SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation;
		BoneFollower component;
		bool needsReset;

		void OnEnable () {
			skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
			boneName = serializedObject.FindProperty("boneName");
			followBoneRotation = serializedObject.FindProperty("followBoneRotation");
			followZPosition = serializedObject.FindProperty("followZPosition");
			component = (BoneFollower)target;
			component.skeletonRenderer.Initialize(false);
		}

		override public void OnInspectorGUI () {
			if (needsReset) {
				component.Reset();
				component.DoUpdate();
				needsReset = false;
				SceneView.RepaintAll();
			}
			serializedObject.Update();

			// FindRenderer()
			if (skeletonRenderer.objectReferenceValue == null) {
				SkeletonRenderer parentRenderer = SkeletonUtility.GetInParent<SkeletonRenderer>(component.transform);

				if (parentRenderer != null) {
					skeletonRenderer.objectReferenceValue = (UnityEngine.Object)parentRenderer;
				}
			}

			EditorGUILayout.PropertyField(skeletonRenderer);

			if (component.valid) {
				EditorGUI.BeginChangeCheck();
				EditorGUILayout.PropertyField(boneName);
				if (EditorGUI.EndChangeCheck()) {
					serializedObject.ApplyModifiedProperties();
					needsReset = true;
					serializedObject.Update();
				}

				EditorGUILayout.PropertyField(followBoneRotation);
				EditorGUILayout.PropertyField(followZPosition);
			} else {
				GUILayout.Label("INVALID");
			}

			if (serializedObject.ApplyModifiedProperties() ||
				(UnityEngine.Event.current.type == EventType.ValidateCommand && UnityEngine.Event.current.commandName == "UndoRedoPerformed")
			) {
				component.Reset();
			}
		}
	}

}
