using System;
using UnityEngine;
using EvolutStudio.tinysAPI.BaseClasses;

namespace EvolutStudio
{
    namespace tinysAPI
    {
        namespace Extensions
        {
            public class UpdaterExtensionModel : BaseClassModel
            {
                #region Public Attributes

                // reference of the current tooltip state
                public bool currentTooltipState { get { return _currentTooltipState; } }

                public static class TooltipState
                {
                    public static bool show = true;
                    public static bool hide = false;
                }

                #endregion

                #region Private Attributes

                // hidden reference for the current Tooltip state
                private bool _currentTooltipState = TooltipState.hide;

                #endregion

                #region Public Functions

                // implementation of validate
                public override bool Validate(string notification, UnityEngine.Object DataReference = null)
                {
                    // check notification for validation
                    if (notification.Equals(BaseClassNotification.POINTERCLICKEVENT))
                    {
                        //TODO
                    }
                    else if (notification.Equals(BaseClassNotification.POINTERENTEREVENT))
                    {
                        // set the current tooltip state to show
                        _currentTooltipState = TooltipState.show;
                    }
                    else if (notification.Equals(BaseClassNotification.POINTEREXITEVENT))
                    {
                        // set the current tooltip state to hide
                        _currentTooltipState = TooltipState.hide;
                    }
                    else if (notification.Equals(BaseClassNotification.MOVE))
                    {
                        //TODO
                    }
                    else if (notification.Equals(BaseClassNotification.POINTERDOWN))
                    {
                        //TODO
                        Debug.Log("Start Moving Cube");
                    }
                    else if (notification.Equals(BaseClassNotification.POINTERUP))
                    {
                        //TODO
                        Debug.Log("Stop Moving Cube");
                    }
                    // because there is no condition in this simple demo, return true
                    return true;
                }

                #endregion

                #region Private Functions

                // Add your private functions

                #endregion

                #region Unity Events

                // Use this for initialization
                void Awake()
                {
                    gameObject.GetComponentInParent<BaseClassExtension>().RegisterModel(this);
                }

                #endregion
            }
        }
    }
}