/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, 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.
 *
 * THE SPINE RUNTIMES ARE 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 THE
 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using Spine.Unity.AttachmentTools;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Spine.Unity.Examples {
	public class CombinedSkin : MonoBehaviour {
		[SpineSkin]
		public List<string> skinsToCombine;

		Skin combinedSkin;

		void Start () {
			ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
			if (skeletonComponent == null) return;
			Skeleton skeleton = skeletonComponent.Skeleton;
			if (skeleton == null) return;

			combinedSkin = combinedSkin ?? new Skin("combined");
			combinedSkin.Clear();
			foreach (string skinName in skinsToCombine) {
				Skin skin = skeleton.Data.FindSkin(skinName);
				if (skin != null) combinedSkin.AddSkin(skin);
			}

			skeleton.SetSkin(combinedSkin);
			skeleton.SetToSetupPose();
			IAnimationStateComponent animationStateComponent = skeletonComponent as IAnimationStateComponent;
			if (animationStateComponent != null) animationStateComponent.AnimationState.Apply(skeleton);
		}
	}

}
