/**
 * This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
 * It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
 */

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

namespace Fungus
{
	[CommandInfo("Sprite", 
	             "Set Sorting Layer", 
	             "Sets the Renderer sorting layer of every child of a game object. Applies to all Renderers (including mesh, skinned mesh, and sprite).")]
	[AddComponentMenu("")]
	public class SetSortingLayer : Command 
	{
		[Tooltip("Root Object that will have the Sorting Layer set. Any children will also be affected")]
		public GameObject targetObject;
		
		[Tooltip("The New Layer Name to apply")]
		public string sortingLayer;
		
		public override void OnEnter()
		{
			if (targetObject != null)
			{
				ApplySortingLayer(targetObject.transform, sortingLayer);
			}
			
			Continue();
		}
		
		public override string GetSummary()
		{
			if (targetObject == null)
			{
				return "Error: No game object selected";
			}
			
			return targetObject.name;
		}
		
		public override Color GetButtonColor()
		{
			return new Color32(235, 191, 217, 255);
		}
		
		protected void ApplySortingLayer(Transform target, string layerName) 
		{
			Renderer renderer = target.gameObject.GetComponent<Renderer>();
			if (renderer)
			{
				renderer.sortingLayerName = layerName;
				Debug.Log(target.name);
			}

			foreach (Transform child in target.transform) 
			{
				ApplySortingLayer(child, layerName);
			}
		}		
	}
}