/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, 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 UnityEngine;

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

		public SkeletonGraphic skeletonGraphic;

		[SpineBone(dataField: "skeletonGraphic")]
		public string boneName;
		public Camera cam;
		public Canvas canvas;

		Bone bone;

		void OnValidate () {
			if (skeletonGraphic == null) skeletonGraphic = GetComponent<SkeletonGraphic>();
		}

		void Start () {
			bone = skeletonGraphic.Skeleton.FindBone(boneName);
		}

		void Update () {
			Vector3 mousePosition = Input.mousePosition;
			Vector2 localRectPosition;
			RectTransformUtility.ScreenPointToLocalPointInRectangle(
				skeletonGraphic.rectTransform, mousePosition, null, out localRectPosition);
			Vector3 skeletonSpacePoint = localRectPosition / skeletonGraphic.MeshScale;
			skeletonSpacePoint.x *= skeletonGraphic.Skeleton.ScaleX;
			skeletonSpacePoint.y *= skeletonGraphic.Skeleton.ScaleY;
			bone.SetLocalPosition(skeletonSpacePoint);
		}
	}

}
