using UnityEngine;
using System.Collections;
using RootMotion;
namespace RootMotion.FinalIK {
	/// 
	/// Aim Poser returns a reference by direction.
	/// 
	public class AimPoser : MonoBehaviour {
		/// 
		/// the pose definition
		/// 
		[System.Serializable]
		public class Pose {
			public bool visualize = true; // Show the direction and range of this pose in the scene view
			public string name; // the reference
			public Vector3 direction; // the direction of the pose
			public float yaw = 75f; // the yaw range
			public float pitch = 45f; // the pitch range
			private float angleBuffer;
			// Determines whether this Pose is in the specified direction.
			public bool IsInDirection(Vector3 d) {
				if (direction == Vector3.zero) return false;
				if (yaw <= 0 || pitch <= 0) return false;
				// Yaw
				if (yaw < 180f) {
					Vector3 directionYaw = new Vector3(direction.x, 0f, direction.z);
					if (directionYaw == Vector3.zero) directionYaw = Vector3.forward;
					Vector3 dYaw = new Vector3(d.x, 0f, d.z);
					float yawAngle = Vector3.Angle(dYaw, directionYaw);
					if (yawAngle > yaw + angleBuffer) return false;
				}
				// Pitch
				if (pitch >= 180f) return true;
				float directionPitch = Vector3.Angle(Vector3.up, direction);
				float dPitch = Vector3.Angle(Vector3.up, d);
				return Mathf.Abs(dPitch - directionPitch) < pitch + angleBuffer;
			}
			// Sets the angle buffer to prevent immediatelly switching back to the last pose if the angle should change a bit.
			public void SetAngleBuffer(float value) {
				angleBuffer = value;
			}
		}
		public float angleBuffer = 5f; // The angle buffer
		public Pose[] poses = new Pose[0]; // The array of poses.
		/// 
		/// Gets the pose by direction. GetPose will go through the poses array and return the first pose that has the direction in range.
		/// 
		public Pose GetPose(Vector3 localDirection) {
			if (poses.Length == 0) return null;
			for (int i = 0; i < poses.Length - 1; i++) if (poses[i].IsInDirection(localDirection)) return poses[i];
			return poses[poses.Length - 1];
		}
		/// 
		/// Sets the pose active, increasing its angle buffer.
		/// 
		public void SetPoseActive(Pose pose) {
			for (int i = 0; i < poses.Length; i++) {
				poses[i].SetAngleBuffer(poses[i] == pose? angleBuffer: 0f);
			}
		}
	}
}