/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2026, 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 System.Collections;
using System.Collections.Generic;
using UnityEngine;

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

		public TextAsset skeletonJson;
		public TextAsset atlasText;
		public Texture2D[] textures;
		public Material materialPropertySource;

		public float delay = 0;
		public string skinName;
		public string animationName;

		SpineAtlasAsset runtimeAtlasAsset;
		SkeletonDataAsset runtimeSkeletonDataAsset;
		SkeletonAnimation runtimeSkeletonAnimation;
		SkeletonGraphic runtimeSkeletonGraphic;

		public bool blendModeMaterials = false;
		public bool applyAdditiveMaterial = false;
		public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;
		public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;
		public Material skeletonGraphicMaterial;

		void CreateRuntimeAssetsAndGameObject () {
			// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
			// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
			// 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton
			//    uses blend modes which require blend mode materials.
			// 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
			// 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)

			runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);
			runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
			if (blendModeMaterials)
				runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
					applyAdditiveMaterial, blendModeTemplateMaterials);
		}

		IEnumerator Start () {
			CreateRuntimeAssetsAndGameObject();
			if (delay > 0) {
				runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
				yield return new WaitForSeconds(delay);
			}
			InstantiateSkeletonAnimation();

			InstantiateSkeletonGraphic();
		}

		void InstantiateSkeletonAnimation () {
			SkeletonComponents<SkeletonRenderer, SkeletonAnimation> components
				= SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
			runtimeSkeletonAnimation = components.skeletonAnimation;
			runtimeSkeletonAnimation.transform.parent = transform;
			runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";

			// additional initialization
			runtimeSkeletonAnimation.Initialize(false);
			if (skinName != "")
				runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
			runtimeSkeletonAnimation.Skeleton.SetupPoseSlots();
			if (animationName != "")
				runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
		}

		void InstantiateSkeletonGraphic () {
			Canvas canvas = this.GetComponentInChildren<Canvas>();
			Transform parent = canvas.transform;

			SkeletonComponents<SkeletonGraphic, SkeletonAnimation> components =
				SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);
			runtimeSkeletonGraphic = components.skeletonRenderer;
			runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";

			if (blendModeMaterials) {
				runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;
				runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;
				runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;
				runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;
			}

			// additional initialization
			runtimeSkeletonGraphic.Initialize(false);
			if (skinName != "")
				runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);
			runtimeSkeletonGraphic.Skeleton.SetupPoseSlots();
			if (animationName != "")
				components.skeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
		}
	}
}
