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

/**
* Internal Representation of a Sequence<br>
* <br>
* &nbsp;&nbsp;<h4>Example:</h4> 
* var seq = LeanTween.sequence();<br>
* seq.append(1f); <span style="color:gray">// delay everything one second</span><br>
* seq.append( () => { <span style="color:gray">// fire an event before start</span><br>
* &nbsp;Debug.Log("I have started");<br>
* });<br>
* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); <span style="color:gray">// do a tween</span><br>
* seq.append( (object obj) => { <span style="color:gray">// fire event after tween</span><br>
* &nbsp;var dict = obj as Dictionary<string,string>;<br>
* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);<br>
* }, new Dictionary<string,string>(){ {"hi","sup"} } );<br>
* @class LTSeq
* @constructor
*/
public class LTSeq {

	public LTSeq previous;

	public LTSeq current;

	public LTDescr tween;

	public float totalDelay;

	public float timeScale;

	private int debugIter;

	public uint counter;

	public bool toggle = false;

	private uint _id;

	public int id{
		get{ 
			uint toId = _id | counter << 16;

			/*uint backId = toId & 0xFFFF;
			uint backCounter = toId >> 16;
			if(_id!=backId || backCounter!=counter){
				Debug.LogError("BAD CONVERSION toId:"+_id);
			}*/

			return (int)toId;
		}
	}

	public void reset(){
		previous = null;
		tween = null;
		totalDelay = 0f;
	}

	public void init(uint id, uint global_counter){
		reset();
		_id = id;

		counter = global_counter;

		this.current = this;
	}

	private LTSeq addOn(){
		this.current.toggle = true;
		LTSeq lastCurrent = this.current;
		this.current = LeanTween.sequence(true);
		Debug.Log("this.current:" + this.current.id + " lastCurrent:" + lastCurrent.id);
		this.current.previous = lastCurrent;
		lastCurrent.toggle = false;
		this.current.totalDelay = lastCurrent.totalDelay;
		this.current.debugIter = lastCurrent.debugIter + 1;
		return current;
	}

	private float addPreviousDelays(){
//		Debug.Log("delay:"+delay+" count:"+this.current.count+" this.current.totalDelay:"+this.current.totalDelay);

		LTSeq prev = this.current.previous;

		if (prev != null && prev.tween!=null) {
            return this.current.totalDelay + prev.tween.time;
		}
        return this.current.totalDelay;
	}

	/**
	* Add a time delay to the sequence
	* @method append (delay)
	* @param {float} delay:float amount of time to add to the sequence
	* @return {LTSeq} LTDescr an object that distinguishes the tween
	* var seq = LeanTween.sequence();<br>
	* seq.append(1f); // delay everything one second<br>
	* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
	*/
	public LTSeq append( float delay ){
        this.current.totalDelay += delay;

		return this.current;
	}

	/**
	* Add a time delay to the sequence
	* @method append (method)
	* @param {System.Action} callback:System.Action method you want to be called
	* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
	* @example
	* var seq = LeanTween.sequence();<br>
	* seq.append( () => { // fire an event before start<br>
	* &nbsp;Debug.Log("I have started");<br>
	* });<br>
	* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
	* seq.append( () => { // fire event after tween<br>
	* &nbsp;Debug.Log("We are done now");<br>
	* });;<br>
	*/
	public LTSeq append( System.Action callback ){
		LTDescr newTween = LeanTween.delayedCall(0f, callback);
//		Debug.Log("newTween:" + newTween);
		append(newTween);

		return addOn();
	}

	/**
	* Add a time delay to the sequence
	* @method add (method(object))
	* @param {System.Action} callback:System.Action method you want to be called
	* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
	* @example
	* var seq = LeanTween.sequence();<br>
	* seq.append( () => { // fire an event before start<br>
	* &nbsp;Debug.Log("I have started");<br>
	* });<br>
	* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a tween<br>
	* seq.append((object obj) => { // fire event after tween
	* &nbsp;var dict = obj as Dictionary<string,string>;
	* &nbsp;Debug.Log("We are done now obj value:"+dict["hi"]);
	* &nbsp;}, new Dictionary<string,string>(){ {"hi","sup"} } );
	*/
	public LTSeq append( System.Action<object> callback, object obj ){
		append(LeanTween.delayedCall(0f, callback).setOnCompleteParam(obj));

		return addOn();
	}

	public LTSeq append( GameObject gameObject, System.Action callback ){
		append(LeanTween.delayedCall(gameObject, 0f, callback));

		return addOn();
	}

	public LTSeq append( GameObject gameObject, System.Action<object> callback, object obj ){
		append(LeanTween.delayedCall(gameObject, 0f, callback).setOnCompleteParam(obj));

		return addOn();
	}

	/**
	* Retrieve a sequencer object where you can easily chain together tweens and methods one after another
	* 
	* @method add (tween)
	* @return {LTSeq} LTSeq an object that you can add tweens, methods and time on to
	* @example
	* var seq = LeanTween.sequence();<br>
	* seq.append( LeanTween.move(cube1, Vector3.one * 10f, 1f) ); // do a move tween<br>
	* seq.append( LeanTween.rotateAround( avatar1, Vector3.forward, 360f, 1f ) ); // then do a rotate tween<br>
	*/
	public LTSeq append( LTDescr tween ){
		this.current.tween = tween;

//		Debug.Log("tween:" + tween + " delay:" + this.current.totalDelay);

        this.current.totalDelay = addPreviousDelays();

		tween.setDelay( this.current.totalDelay );

		return addOn();
	}

	public LTSeq insert( LTDescr tween ){
		this.current.tween = tween;

        tween.setDelay( addPreviousDelays() );

		return addOn();
	}


	public LTSeq setScale( float timeScale ){
//		Debug.Log("this.current:" + this.current.previous.debugIter+" tween:"+this.current.previous.tween);
		setScaleRecursive(this.current, timeScale, 500);

		return addOn();
	}

	private void setScaleRecursive( LTSeq seq, float timeScale, int count ){
		if (count > 0) {
			this.timeScale = timeScale;

//			Debug.Log("seq.count:" + count + " seq.tween:" + seq.tween);
			seq.totalDelay *= timeScale;
			if (seq.tween != null) {
//			Debug.Log("seq.tween.time * timeScale:" + seq.tween.time * timeScale + " seq.totalDelay:"+seq.totalDelay +" time:"+seq.tween.time+" seq.tween.delay:"+seq.tween.delay);
				if (seq.tween.time != 0f)
					seq.tween.setTime(seq.tween.time * timeScale);
				seq.tween.setDelay(seq.tween.delay * timeScale);
			}

			if (seq.previous != null)
				setScaleRecursive(seq.previous, timeScale, count - 1);
		}
	}

	public LTSeq reverse(){

		return addOn();
	}

}