// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //

using System;
using UnityEngine;

namespace Animancer
{
    /// <inheritdoc/>
    /// https://kybernetik.com.au/animancer/api/Animancer/Float2ControllerTransition
    [Serializable]
#if ! UNITY_EDITOR
    [System.Obsolete(Validate.ProOnlyMessage)]
#endif
    public class Float2ControllerTransition : ControllerTransition<Float2ControllerState>,
        ICopyable<Float2ControllerTransition>
    {
        /************************************************************************************************************************/

        [SerializeField]
        private string _ParameterNameX;

        /// <summary>[<see cref="SerializeField"/>] The name that will be used to access <see cref="ParameterX"/>.</summary>
        public ref string ParameterNameX => ref _ParameterNameX;

        /// <summary>The name of the serialized backing field of <see cref="ParameterNameX"/>.</summary>
        public const string ParameterNameXField = nameof(_ParameterNameX);

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

        [SerializeField]
        private string _ParameterNameY;

        /// <summary>[<see cref="SerializeField"/>] The name that will be used to access <see cref="ParameterY"/>.</summary>
        public ref string ParameterNameY => ref _ParameterNameY;

        /// <summary>The name of the serialized backing field of <see cref="ParameterNameY"/>.</summary>
        public const string ParameterNameYField = nameof(_ParameterNameY);

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

        /// <summary>Creates a new <see cref="Float2ControllerTransition"/>.</summary>
        public Float2ControllerTransition() { }

        /// <summary>Creates a new <see cref="Float2ControllerTransition"/> with the specified Animator Controller and parameters.</summary>
        public Float2ControllerTransition(RuntimeAnimatorController controller, string parameterNameX, string parameterNameY)
        {
            Controller = controller;
            _ParameterNameX = parameterNameX;
            _ParameterNameY = parameterNameY;
        }

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

        /// <inheritdoc/>
        public override Float2ControllerState CreateState()
            => State = new(Controller, _ParameterNameX, _ParameterNameY, ActionsOnStop)
            {
                SerializedParameterBindings = ParameterBindings
            };

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

        /// <inheritdoc/>
        public override Transition<Float2ControllerState> Clone(CloneContext context)
            => new Float2ControllerTransition();

        /// <inheritdoc/>
        public sealed override void CopyFrom(ControllerTransition<Float2ControllerState> copyFrom, CloneContext context)
            => this.CopyFromBase(copyFrom, context);

        /// <inheritdoc/>
        public virtual void CopyFrom(Float2ControllerTransition copyFrom, CloneContext context)
        {
            base.CopyFrom(copyFrom, context);

            if (copyFrom == null)
            {
                _ParameterNameX = default;
                _ParameterNameY = default;
                return;
            }

            _ParameterNameX = copyFrom._ParameterNameX;
            _ParameterNameY = copyFrom._ParameterNameY;
        }

        /************************************************************************************************************************/
    }
}

