using UnityEngine;
using System.Collections;
namespace RootMotion.FinalIK {
	/// 
	/// Manages the execution order of IK components.
	/// 
	public class IKExecutionOrder : MonoBehaviour {
		/// 
		/// The IK components, assign in the order in which you wish to update them.
		/// 
		[Tooltip("The IK components, assign in the order in which you wish to update them.")]
		public IK[] IKComponents;
		[Tooltip("Optional. Assign it if you are using 'Animate Physics' as the Update Mode.")]
		/// 
		/// Optional. Assign it if you are using 'Animate Physics' as the Update Mode.
		/// 
		public Animator animator;
		private bool fixedFrame;
		private bool animatePhysics {
			get {
				if (animator == null) return false;
				return animator.updateMode == AnimatorUpdateMode.AnimatePhysics;
			}
		}
		// Disable the IK components
		void Start() {
			for (int i = 0; i < IKComponents.Length; i++) IKComponents[i].enabled = false;
		}
		// Fix Transforms in Normal update mode
		void Update() {
			if (animatePhysics) return;
			FixTransforms ();
		}
		// Fix Transforms in Animate Physics update mode
		void FixedUpdate() {
			fixedFrame = true;
			if (animatePhysics) FixTransforms ();
		}
		// Update the IK components in a specific order
		void LateUpdate() {
			if (!animatePhysics || fixedFrame) {
				for (int i = 0; i < IKComponents.Length; i++) {
					IKComponents [i].GetIKSolver ().Update ();
				}
				fixedFrame = false;
			}
		}
		private void FixTransforms() {
			for (int i = 0; i < IKComponents.Length; i++) {
				if (IKComponents[i].fixTransforms) IKComponents[i].GetIKSolver().FixTransforms();
			}
		}
	}
}