/*           INFINITY CODE           */
/*     https://infinity-code.com     */

using InfinityCode.uPano.Transitions;
using UnityEngine;

namespace HutongGames.PlayMaker.Actions.uPano
{
    [ActionCategory(uPanoCategories.PANORAMA)]
    [Tooltip("Toggle panoramas in a scene")]
    public class TogglePanoramasInScene : FsmStateAction
    {
        [RequiredField]
        public FsmGameObject offPanorama;

        [RequiredField]
        public FsmGameObject onPanorama;

        public FsmGameObject beforeTransition;
        public FsmGameObject afterTransition;

        public override void Reset()
        {
            offPanorama = null;
            onPanorama = null;
            beforeTransition = null;
            afterTransition = null;
        }

        public override void OnEnter()
        {
            DoEnter();
            Finish();
        }

        private void DoEnter()
        {
            if (!beforeTransition.IsNone)
            {
                GameObject go = Object.Instantiate(beforeTransition.Value);
                Transition transition = go.GetComponent<Transition>();
                transition.Execute(null);
                transition.OnFinish += OnTransitionBeforeFinish;
            }
            else OnTransitionBeforeFinish(null);
        }

        private void OnTransitionBeforeFinish(Transition transition)
        {
            offPanorama.Value.SetActive(false);
            ShowSecondPanorama();
        }

        private void ShowSecondPanorama()
        {
            onPanorama.Value.SetActive(true);

            if (!afterTransition.IsNone)
            {
                GameObject go = Object.Instantiate(afterTransition.Value);
                Transition transition = go.GetComponent<Transition>();
                transition.Execute(null);
            }
        }
    }
}