// Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //

using System.Collections.Generic;
using UnityEngine;

namespace Animancer
{
    /// <summary>[Pro-Only]
    /// A <see cref="NamedAnimancerComponent"/> which plays a main <see cref="RuntimeAnimatorController"/> with the
    /// ability to play other individual <see cref="AnimationClip"/>s separately.
    /// </summary>
    /// <remarks>
    /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/animator-controllers#hybrid">Hybrid</see>
    /// </remarks>
    /// https://kybernetik.com.au/animancer/api/Animancer/HybridAnimancerComponent
    /// 
    [AddComponentMenu(Strings.MenuPrefix + "Hybrid Animancer Component")]
    [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(HybridAnimancerComponent))]
    public class HybridAnimancerComponent : NamedAnimancerComponent
    {
        /************************************************************************************************************************/
        #region Fields and Properties
        /************************************************************************************************************************/

        [SerializeField, Tooltip("The main Animator Controller that this object will play")]
        private ControllerTransition _Controller;

        /// <summary>[<see cref="SerializeField"/>]
        /// The transition containing the main <see cref="RuntimeAnimatorController"/> that this object plays.
        /// </summary>
        public ref ControllerTransition Controller => ref _Controller;

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Initialisation
        /************************************************************************************************************************/

#if UNITY_EDITOR
        /// <summary>[Editor-Only]
        /// Sets <see cref="PlayAutomatically"/> = false by default so that <see cref="OnEnable"/> will play the
        /// <see cref="Controller"/> instead of the first animation in the
        /// <see cref="NamedAnimancerComponent.Animations"/> array.
        /// </summary>
        /// <remarks>
        /// Called by the Unity Editor when this component is first added (in Edit Mode) and whenever the Reset command
        /// is executed from its context menu.
        /// </remarks>
        protected override void Reset()
        {
            base.Reset();

            if (Animator != null)
            {
                Controller = Animator.runtimeAnimatorController;
                Animator.runtimeAnimatorController = null;
            }

            PlayAutomatically = false;
        }
#endif

        /************************************************************************************************************************/

        /// <summary>
        /// Plays the <see cref="Controller"/> if <see cref="PlayAutomatically"/> is false (otherwise it plays the
        /// first animation in the <see cref="NamedAnimancerComponent.Animations"/> array).
        /// </summary>
        protected override void OnEnable()
        {
            PlayController();
            base.OnEnable();

#if UNITY_ASSERTIONS
            if (Animator != null && Animator.runtimeAnimatorController != null)
                OptionalWarning.NativeControllerHybrid.Log($"An Animator Controller is assigned to the" +
                    $" {nameof(Animator)} component while also using a {nameof(HybridAnimancerComponent)}." +
                    $" Most likely only one of them is being used so the other should be removed." +
                    $" See the documentation for more information: {Strings.DocsURLs.AnimatorControllers}", this);
#endif
        }

        /************************************************************************************************************************/

        /// <inheritdoc/>
        public override void GatherAnimationClips(ICollection<AnimationClip> clips)
        {
            base.GatherAnimationClips(clips);
            clips.GatherFromSource(_Controller);
        }

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Animator Controller Wrappers
        /************************************************************************************************************************/

        /// <summary>
        /// Transitions to the <see cref="Controller"/> over its specified
        /// <see cref="AnimancerTransition{TState}.FadeDuration"/>.
        /// <para></para>
        /// Returns the <see cref="AnimancerTransition{TState}.State"/>.
        /// </summary>
        public ControllerState PlayController()
        {
            if (!_Controller.IsValid())
                return null;

            // Don't just return the result of Transition because it is an AnimancerState which we would need to cast.
            Play(_Controller);
            return _Controller.State;
        }

        /************************************************************************************************************************/
        #region Cross Fade
        /************************************************************************************************************************/

        /// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
        /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
        public void CrossFade(
            int stateNameHash,
            float fadeDuration = ControllerState.DefaultFadeDuration,
            int layer = -1,
            float normalizedTime = float.NegativeInfinity)
        {
            fadeDuration = ControllerState.GetFadeDuration(fadeDuration);
            var controllerState = PlayController();
            controllerState.Playable.CrossFade(stateNameHash, fadeDuration, layer, normalizedTime);
        }

        /************************************************************************************************************************/

        /// <summary>Starts a transition from the current state to the specified state using normalized times.</summary>
        /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
        public AnimancerState CrossFade(
            string stateName,
            float fadeDuration = ControllerState.DefaultFadeDuration,
            int layer = -1,
            float normalizedTime = float.NegativeInfinity)
        {
            fadeDuration = ControllerState.GetFadeDuration(fadeDuration);

            if (States.TryGet(name, out var state))
            {
                Play(state, fadeDuration);

                if (layer >= 0)
                    state.LayerIndex = layer;

                if (normalizedTime != float.NegativeInfinity)
                    state.NormalizedTime = normalizedTime;

                return state;
            }
            else
            {
                var controllerState = PlayController();
                controllerState.Playable.CrossFade(stateName, fadeDuration, layer, normalizedTime);
                return controllerState;
            }
        }

        /************************************************************************************************************************/

        /// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
        /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
        public void CrossFadeInFixedTime(
            int stateNameHash,
            float fadeDuration = ControllerState.DefaultFadeDuration,
            int layer = -1,
            float fixedTime = 0)
        {
            fadeDuration = ControllerState.GetFadeDuration(fadeDuration);
            var controllerState = PlayController();
            controllerState.Playable.CrossFadeInFixedTime(stateNameHash, fadeDuration, layer, fixedTime);
        }

        /************************************************************************************************************************/

        /// <summary>Starts a transition from the current state to the specified state using times in seconds.</summary>
        /// <remarks>If `fadeDuration` is negative, it uses the <see cref="AnimancerPlayable.DefaultFadeDuration"/>.</remarks>
        public AnimancerState CrossFadeInFixedTime(
            string stateName,
            float fadeDuration = ControllerState.DefaultFadeDuration,
            int layer = -1,
            float fixedTime = 0)
        {
            fadeDuration = ControllerState.GetFadeDuration(fadeDuration);

            if (States.TryGet(name, out var state))
            {
                Play(state, fadeDuration);

                if (layer >= 0)
                    state.LayerIndex = layer;

                state.Time = fixedTime;

                return state;
            }
            else
            {
                var controllerState = PlayController();
                controllerState.Playable.CrossFadeInFixedTime(stateName, fadeDuration, layer, fixedTime);
                return controllerState;
            }
        }

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Play
        /************************************************************************************************************************/

        /// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
        public void Play(
            int stateNameHash,
            int layer = -1,
            float normalizedTime = float.NegativeInfinity)
        {
            var controllerState = PlayController();
            controllerState.Playable.Play(stateNameHash, layer, normalizedTime);
        }

        /************************************************************************************************************************/

        /// <summary>Plays the specified state immediately, starting from a particular normalized time.</summary>
        public AnimancerState Play(
            string stateName,
            int layer = -1,
            float normalizedTime = float.NegativeInfinity)
        {
            if (States.TryGet(name, out var state))
            {
                Play(state);

                if (layer >= 0)
                    state.LayerIndex = layer;

                if (normalizedTime != float.NegativeInfinity)
                    state.NormalizedTime = normalizedTime;

                return state;
            }
            else
            {
                var controllerState = PlayController();
                controllerState.Playable.Play(stateName, layer, normalizedTime);
                return controllerState;
            }
        }

        /************************************************************************************************************************/

        /// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
        public void PlayInFixedTime(
            int stateNameHash,
            int layer = -1,
            float fixedTime = 0)
        {
            var controllerState = PlayController();
            controllerState.Playable.PlayInFixedTime(stateNameHash, layer, fixedTime);
        }

        /************************************************************************************************************************/

        /// <summary>Plays the specified state immediately, starting from a particular time (in seconds).</summary>
        public AnimancerState PlayInFixedTime(
            string stateName,
            int layer = -1,
            float fixedTime = 0)
        {
            if (States.TryGet(name, out var state))
            {
                Play(state);

                if (layer >= 0)
                    state.LayerIndex = layer;

                state.Time = fixedTime;

                return state;
            }
            else
            {
                var controllerState = PlayController();
                controllerState.Playable.PlayInFixedTime(stateName, layer, fixedTime);
                return controllerState;
            }
        }

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Parameters
        /************************************************************************************************************************/

        /// <summary>Gets the value of the specified boolean parameter.</summary>
        public bool GetBool(int id) => _Controller.State.Playable.GetBool(id);
        /// <summary>Gets the value of the specified boolean parameter.</summary>
        public bool GetBool(string name) => _Controller.State.Playable.GetBool(name);
        /// <summary>Sets the value of the specified boolean parameter.</summary>
        public void SetBool(int id, bool value) => _Controller.State.Playable.SetBool(id, value);
        /// <summary>Sets the value of the specified boolean parameter.</summary>
        public void SetBool(string name, bool value) => _Controller.State.Playable.SetBool(name, value);

        /// <summary>Gets the value of the specified float parameter.</summary>
        public float GetFloat(int id) => _Controller.State.Playable.GetFloat(id);
        /// <summary>Gets the value of the specified float parameter.</summary>
        public float GetFloat(string name) => _Controller.State.Playable.GetFloat(name);
        /// <summary>Sets the value of the specified float parameter.</summary>
        public void SetFloat(int id, float value) => _Controller.State.Playable.SetFloat(id, value);
        /// <summary>Sets the value of the specified float parameter.</summary>
        public void SetFloat(string name, float value) => _Controller.State.Playable.SetFloat(name, value);

        /// <summary>Gets the value of the specified integer parameter.</summary>
        public int GetInteger(int id) => _Controller.State.Playable.GetInteger(id);
        /// <summary>Gets the value of the specified integer parameter.</summary>
        public int GetInteger(string name) => _Controller.State.Playable.GetInteger(name);
        /// <summary>Sets the value of the specified integer parameter.</summary>
        public void SetInteger(int id, int value) => _Controller.State.Playable.SetInteger(id, value);
        /// <summary>Sets the value of the specified integer parameter.</summary>
        public void SetInteger(string name, int value) => _Controller.State.Playable.SetInteger(name, value);

        /// <summary>Sets the specified trigger parameter to true.</summary>
        public void SetTrigger(int id) => _Controller.State.Playable.SetTrigger(id);
        /// <summary>Sets the specified trigger parameter to true.</summary>
        public void SetTrigger(string name) => _Controller.State.Playable.SetTrigger(name);
        /// <summary>Resets the specified trigger parameter to false.</summary>
        public void ResetTrigger(int id) => _Controller.State.Playable.ResetTrigger(id);
        /// <summary>Resets the specified trigger parameter to false.</summary>
        public void ResetTrigger(string name) => _Controller.State.Playable.ResetTrigger(name);

        /// <summary>Gets the details of one of the <see cref="Controller"/>'s parameters.</summary>
        public AnimatorControllerParameter GetParameter(int index) => _Controller.State.Playable.GetParameter(index);
        /// <summary>Gets the number of parameters in the <see cref="Controller"/>.</summary>
        public int GetParameterCount() => _Controller.State.Playable.GetParameterCount();

        /// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
        public bool IsParameterControlledByCurve(int id) => _Controller.State.Playable.IsParameterControlledByCurve(id);
        /// <summary>Indicates whether the specified parameter is controlled by an <see cref="AnimationClip"/>.</summary>
        public bool IsParameterControlledByCurve(string name) => _Controller.State.Playable.IsParameterControlledByCurve(name);

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #region Misc
        /************************************************************************************************************************/
        // Layers.
        /************************************************************************************************************************/

        /// <summary>Gets the weight of the layer at the specified index.</summary>
        public float GetLayerWeight(int layerIndex) => _Controller.State.Playable.GetLayerWeight(layerIndex);
        /// <summary>Sets the weight of the layer at the specified index.</summary>
        public void SetLayerWeight(int layerIndex, float weight) => _Controller.State.Playable.SetLayerWeight(layerIndex, weight);

        /// <summary>Gets the number of layers in the <see cref="Controller"/>.</summary>
        public int GetLayerCount() => _Controller.State.Playable.GetLayerCount();

        /// <summary>Gets the index of the layer with the specified name.</summary>
        public int GetLayerIndex(string layerName) => _Controller.State.Playable.GetLayerIndex(layerName);
        /// <summary>Gets the name of the layer with the specified index.</summary>
        public string GetLayerName(int layerIndex) => _Controller.State.Playable.GetLayerName(layerIndex);

        /************************************************************************************************************************/
        // States.
        /************************************************************************************************************************/

        /// <summary>Returns information about the current state.</summary>
        public AnimatorStateInfo GetCurrentAnimatorStateInfo(int layerIndex = 0) => _Controller.State.Playable.GetCurrentAnimatorStateInfo(layerIndex);
        /// <summary>Returns information about the next state being transitioned towards.</summary>
        public AnimatorStateInfo GetNextAnimatorStateInfo(int layerIndex = 0) => _Controller.State.Playable.GetNextAnimatorStateInfo(layerIndex);

        /// <summary>Indicates whether the specified layer contains the specified state.</summary>
        public bool HasState(int layerIndex, int stateID) => _Controller.State.Playable.HasState(layerIndex, stateID);

        /************************************************************************************************************************/
        // Transitions.
        /************************************************************************************************************************/

        /// <summary>Indicates whether the specified layer is currently executing a transition.</summary>
        public bool IsInTransition(int layerIndex = 0) => _Controller.State.Playable.IsInTransition(layerIndex);

        /// <summary>Gets information about the current transition.</summary>
        public AnimatorTransitionInfo GetAnimatorTransitionInfo(int layerIndex = 0) => _Controller.State.Playable.GetAnimatorTransitionInfo(layerIndex);

        /************************************************************************************************************************/
        // Clips.
        /************************************************************************************************************************/

        /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
        public AnimatorClipInfo[] GetCurrentAnimatorClipInfo(int layerIndex = 0) => _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex);
        /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being played.</summary>
        public void GetCurrentAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => _Controller.State.Playable.GetCurrentAnimatorClipInfo(layerIndex, clips);
        /// <summary>Gets the number of <see cref="AnimationClip"/>s currently being played.</summary>
        public int GetCurrentAnimatorClipInfoCount(int layerIndex = 0) => _Controller.State.Playable.GetCurrentAnimatorClipInfoCount(layerIndex);

        /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
        public AnimatorClipInfo[] GetNextAnimatorClipInfo(int layerIndex = 0) => _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex);
        /// <summary>Gets information about the <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
        public void GetNextAnimatorClipInfo(int layerIndex, List<AnimatorClipInfo> clips) => _Controller.State.Playable.GetNextAnimatorClipInfo(layerIndex, clips);
        /// <summary>Gets the number of <see cref="AnimationClip"/>s currently being transitioned towards.</summary>
        public int GetNextAnimatorClipInfoCount(int layerIndex = 0) => _Controller.State.Playable.GetNextAnimatorClipInfoCount(layerIndex);

        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
        #endregion
        /************************************************************************************************************************/
    }
}