// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory("Substance")]
	[Tooltip("Set a named float property in a Substance material. NOTE: Use Rebuild Textures after setting Substance properties.")]
	public class SetProceduralFloat : FsmStateAction
	{
		[RequiredField] 
		public FsmMaterial substanceMaterial;
		[RequiredField]
		public FsmString floatProperty;
		[RequiredField]
		public FsmFloat floatValue;
		[Tooltip("NOTE: Updating procedural materials every frame can be very slow!")]
		public bool everyFrame;

		public override void Reset()
		{
			substanceMaterial = null;
			floatProperty = "";
			floatValue = 0f;
			everyFrame = false;
		}

		public override void OnEnter()
		{
			DoSetProceduralFloat();

			if (!everyFrame)
			{
				Finish();
			}
		}

		public override void OnUpdate()
		{
			DoSetProceduralFloat();
		}

		void DoSetProceduralFloat()
        {
#if !(UNITY_IPHONE || UNITY_ANDROID || UNITY_NACL || UNITY_FLASH || UNITY_PS3 || UNITY_BLACKBERRY || UNITY_METRO || UNITY_WP8 || UNITY_PSM)

			var substance = substanceMaterial.Value as ProceduralMaterial;

			if (substance == null)
			{
				LogError("Not a substance material!");
				return;
			}

			substance.SetProceduralFloat(floatProperty.Value, floatValue.Value);
#endif
        }
	}
}