using UnityEngine;
using UnityEngine.Serialization;
using System.Collections;

namespace Fungus
{
	[CommandInfo("iTween", 
	             "Look To", 
	             "Rotates a GameObject to look at a supplied Transform or Vector3 over time.")]
	[AddComponentMenu("")]
	public class LookTo : iTweenCommand, ISerializationCallbackReceiver
	{
		#region Obsolete Properties
		[HideInInspector] [FormerlySerializedAs("toTransform")] public Transform toTransformOLD;
		[HideInInspector] [FormerlySerializedAs("toPosition")] public Vector3 toPositionOLD;
		#endregion

		[Tooltip("Target transform that the GameObject will look at")]
		public TransformData _toTransform;

		[Tooltip("Target world position that the GameObject will look at, if no From Transform is set")]
		public Vector3Data _toPosition;

		[Tooltip("Restricts rotation to the supplied axis only")]
		public iTweenAxis axis;

		public override void DoTween()
		{
			Hashtable tweenParams = new Hashtable();
			tweenParams.Add("name", _tweenName.Value);
			if (_toTransform.Value == null)
			{
				tweenParams.Add("looktarget", _toPosition.Value);
			}
			else
			{
				tweenParams.Add("looktarget", _toTransform.Value);
			}
			switch (axis)
			{
			case iTweenAxis.X:
				tweenParams.Add("axis", "x");
				break;
			case iTweenAxis.Y:
				tweenParams.Add("axis", "y");
				break;
			case iTweenAxis.Z:
				tweenParams.Add("axis", "z");
				break;
			}
			tweenParams.Add("time", _duration.Value);
			tweenParams.Add("easetype", easeType);
			tweenParams.Add("looptype", loopType);
			tweenParams.Add("oncomplete", "OniTweenComplete");
			tweenParams.Add("oncompletetarget", gameObject);
			tweenParams.Add("oncompleteparams", this);
			iTween.LookTo(_targetObject.Value, tweenParams);
		}

		//
		// ISerializationCallbackReceiver implementation
		//

		public override void OnBeforeSerialize()
		{}

		public override void OnAfterDeserialize()
		{
			base.OnAfterDeserialize();

			if (toTransformOLD != null)
			{
				_toTransform.Value = toTransformOLD;
				toTransformOLD = null;
			}

			if (toPositionOLD != default(Vector3))
			{
				_toPosition.Value = toPositionOLD;
				toPositionOLD = default(Vector3);
			}
		}
	}

}