using UnityEngine;
using System.Collections;
using RootMotion;
namespace RootMotion.FinalIK {
	/// 
	/// Controls LookAtIK for the InteractionSystem
	/// 
	[System.Serializable]
	public class InteractionLookAt {
		// (Optional) reference to the LookAtIK component that will be used to make the character look at the objects that it is interacting with.
		[Tooltip("(Optional) reference to the LookAtIK component that will be used to make the character look at the objects that it is interacting with.")]
		public LookAtIK ik;
		/// 
		/// Interpolation speed of the LookAtIK target.
		/// 
		[Tooltip("Interpolation speed of the LookAtIK target.")]
		public float lerpSpeed = 5f;
		/// 
		/// Interpolation speed of the LookAtIK weight.
		/// 
		[Tooltip("Interpolation speed of the LookAtIK weight.")]
		public float weightSpeed = 1f;
		/// 
		/// Look the specified target for the specified time.
		/// 
		public void Look(Transform target, float time) {
			if (ik == null) return;
			if (ik.solver.IKPositionWeight <= 0f) ik.solver.IKPosition = ik.solver.GetRoot().position + ik.solver.GetRoot().forward * 3f;
			lookAtTarget = target;
			stopLookTime = time;
		}
		[HideInInspector] public bool isPaused;
		private Transform lookAtTarget; // The target Transform to look at
		private float stopLookTime; // Time to start fading out the LookAtIK
		private float weight; // Current weight
		private bool firstFBBIKSolve; // Has the FBBIK already solved for this frame? In case it is solved more than once, for example when using the ShoulderRotator
		public void OnFixTransforms() {
			if (ik == null) return;
			if (ik.fixTransforms) ik.solver.FixTransforms();
		}
		public void Update() {
			if (ik == null) return;
			if (ik.enabled) ik.enabled = false;
			if (lookAtTarget == null) return;
			if (isPaused) stopLookTime += Time.deltaTime;
			// Interpolate the weight
			float add = Time.time < stopLookTime? weightSpeed: -weightSpeed;
			weight = Mathf.Clamp(weight + add * Time.deltaTime, 0f, 1f);
			// Set LookAtIK weight
			ik.solver.IKPositionWeight = Interp.Float(weight, InterpolationMode.InOutQuintic);
			// Set LookAtIK position
			ik.solver.IKPosition = Vector3.Lerp(ik.solver.IKPosition, lookAtTarget.position, lerpSpeed * Time.deltaTime);
			// Release the LookAtIK for other tasks once we're weighed out
			if (weight <= 0f) lookAtTarget = null;
			firstFBBIKSolve = true;
		}
	
		public void SolveSpine() {
			if (ik == null) return;
			if (!firstFBBIKSolve) return;
			float headWeight = ik.solver.headWeight;
			float eyesWeight = ik.solver.eyesWeight;
			ik.solver.headWeight = 0f;
			ik.solver.eyesWeight = 0f;
			ik.solver.Update();
			ik.solver.headWeight = headWeight;
			ik.solver.eyesWeight = eyesWeight;
		}
		public void SolveHead() {
			if (ik == null) return;
			if (!firstFBBIKSolve) return;
			float bodyWeight = ik.solver.bodyWeight;
			ik.solver.bodyWeight = 0f;
			ik.solver.Update();
			ik.solver.bodyWeight = bodyWeight;
			firstFBBIKSolve = false;
		}
	}
}