using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
    /// 
    /// A PlayableBehaviour that manages a component that implements the ITimeControl interface
    /// 
    public class TimeControlPlayable : PlayableBehaviour
    {
        ITimeControl m_timeControl;
        bool m_started;
        /// 
        /// Creates a Playable with a TimeControlPlayable behaviour attached
        /// 
        /// The PlayableGraph to inject the Playable into.
        /// Component that implements the ITimeControl interface.
        /// The playable created
        public static ScriptPlayable Create(PlayableGraph graph, ITimeControl timeControl)
        {
            if (timeControl == null)
                return ScriptPlayable.Null;
            var handle = ScriptPlayable.Create(graph);
            handle.GetBehaviour().Initialize(timeControl);
            return handle;
        }
        /// 
        /// Initializes the behaviour
        /// 
        /// Component that implements the ITimeControl interface
        public void Initialize(ITimeControl timeControl)
        {
            m_timeControl = timeControl;
        }
        /// 
        /// This function is called during the PrepareFrame phase of the PlayableGraph.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        /// A FrameData structure that contains information about the current frame context.
        public override void PrepareFrame(Playable playable, FrameData info)
        {
            Debug.Assert(m_started, "PrepareFrame has been called without OnControlTimeStart being called first.");
            if (m_timeControl != null)
                m_timeControl.SetTime(playable.GetTime());
        }
        /// 
        /// This function is called when the Playable play state is changed to Playables.PlayState.Playing.
        /// 
        /// The Playable that owns the current PlayableBehaviour.
        /// A FrameData structure that contains information about the current frame context.
        public override void OnBehaviourPlay(Playable playable, FrameData info)
        {
            if (m_timeControl == null)
                return;
            if (!m_started)
            {
                m_timeControl.OnControlTimeStart();
                m_started = true;
            }
        }
        /// 
        /// This function is called when the Playable play state is changed to PlayState.Paused.
        /// 
        /// The playable this behaviour is attached to.
        /// A FrameData structure that contains information about the current frame context.
        public override void OnBehaviourPause(Playable playable, FrameData info)
        {
            if (m_timeControl == null)
                return;
            if (m_started)
            {
                m_timeControl.OnControlTimeStop();
                m_started = false;
            }
        }
    }
}