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

using System;
using UnityEngine;

namespace Animancer
{
    /// <inheritdoc/>
    /// https://kybernetik.com.au/animancer/api/Animancer/Float1ControllerTransition
    [Serializable]
#if ! UNITY_EDITOR
    [System.Obsolete(Validate.ProOnlyMessage)]
#endif
    public class Float1ControllerTransition : ControllerTransition<Float1ControllerState>,
        ICopyable<Float1ControllerTransition>
    {
        /************************************************************************************************************************/

        [SerializeField]
        private string _ParameterName;

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

        /// <summary>The name of the serialized backing field of <see cref="ParameterName"/>.</summary>
        public const string ParameterNameField = nameof(_ParameterName);

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

        /// <summary>Creates a new <see cref="Float1ControllerTransition"/>.</summary>
        public Float1ControllerTransition() { }

        /// <summary>Creates a new <see cref="Float1ControllerTransition"/>.</summary>
        public Float1ControllerTransition(RuntimeAnimatorController controller, string parameterName)
        {
            Controller = controller;
            _ParameterName = parameterName;
        }

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

        /// <inheritdoc/>
        public override Float1ControllerState CreateState()
            => State = new(Controller, _ParameterName, ActionsOnStop)
            {
                SerializedParameterBindings = ParameterBindings
            };

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

        /// <inheritdoc/>
        public override Transition<Float1ControllerState> Clone(CloneContext context)
            => new Float1ControllerTransition();

        /// <inheritdoc/>
        public sealed override void CopyFrom(ControllerTransition<Float1ControllerState> copyFrom, CloneContext context)
            => this.CopyFromBase(copyFrom, context);

        /// <inheritdoc/>
        public virtual void CopyFrom(Float1ControllerTransition copyFrom, CloneContext context)
        {
            base.CopyFrom(copyFrom, context);

            if (copyFrom == null)
            {
                _ParameterName = default;
                return;
            }

            _ParameterName = copyFrom._ParameterName;
        }

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

