text: /**
   * @author       Richard Davey <rich@photonstorm.com>
   * @copyright    2018 Photon Storm Ltd.
   * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
   */
  
  var Class = require('../../utils/Class');
  var FileTypesManager = require('../FileTypesManager');
  var JSONFile = require('./JSONFile.js');
  
  /**
   * @classdesc
   * A single Animation JSON File suitable for loading by the Loader.
   *
   * These are created when you use the Phaser.Loader.LoaderPlugin#animation method and are not typically created directly.
   * 
   * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#animation.
   *
   * @class AnimationJSONFile
   * @extends Phaser.Loader.File
   * @memberOf Phaser.Loader.FileTypes
   * @constructor
   * @since 3.0.0
   *
   * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
   * @param {(string|Phaser.Loader.FileTypes.JSONFileConfig)} key - The key to use for this file, or a file configuration object.
   * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
   * @param {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
   * @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache.
   */
  var AnimationJSONFile = new Class({
  
      Extends: JSONFile,
  
      initialize:
  
      //  url can either be a string, in which case it is treated like a proper url, or an object, in which case it is treated as a ready-made JS Object
      //  dataKey allows you to pluck a specific object out of the JSON and put just that into the cache, rather than the whole thing
  
      function AnimationJSONFile (loader, key, url, xhrSettings, dataKey)
      {
          JSONFile.call(this, loader, key, url, xhrSettings, dataKey);
  
          this.type = 'animationJSON';
      },
  
      /**
       * Called automatically by Loader.nextFile.
       * This method controls what extra work this File does with its loaded data.
       *
       * @method Phaser.Loader.FileTypes.AnimationJSONFile#onProcess
       * @since 3.7.0
       */
      onProcess: function ()
      {
          //  We need to hook into this event:
          this.loader.once('loadcomplete', this.onLoadComplete, this);
  
          //  But the rest is the same as a normal JSON file
          JSONFile.prototype.onProcess.call(this);
      },
  
      /**
       * Called at the end of the load process, after the Loader has finished all files in its queue.
       *
       * @method Phaser.Loader.FileTypes.AnimationJSONFile#onLoadComplete
       * @since 3.7.0
       */
      onLoadComplete: function ()
      {
          this.loader.systems.anims.fromJSON(this.data);
  
          this.pendingDestroy();
      }
  
  });
  
  /**
   * Adds an Animation JSON Data file, or array of Animation JSON files, to the current load queue.
   *
   * You can call this method from within your Scene's `preload`, along with any other files you wish to load:
   * 
   * ```javascript
   * function preload ()
   * {
   *     this.load.animation('baddieAnims', 'files/BaddieAnims.json');
   * }
   * ```
   *
   * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
   * or if it's already running, when the next free load slot becomes available. This happens automatically if you
   * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
   * it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
   * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
   * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
   * loaded.
   * 
   * If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring
   * its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
   * 
   * The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load.
   * The key should be unique both in terms of files being loaded and files already present in the JSON Cache.
   * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
   * then remove it from the JSON Cache first, before loading a new one.
   *
   * Instead of passing arguments you can pass a configuration object, such as:
   * 
   * ```javascript
   * this.load.animation({
   *     key: 'baddieAnims',
   *     url: 'files/BaddieAnims.json'
   * });
   * ```
   *
   * See the documentation for `Phaser.Loader.FileTypes.JSONFileConfig` for more details.
   *
   * Once the file has finished loading it will automatically be passed to the global Animation Managers `fromJSON` method.
   * This will parse all of the JSON data and create animation data from it. This process happens at the very end
   * of the Loader, once every other file in the load queue has finished. The reason for this is to allow you to load
   * both animation data and the images it relies upon in the same load call.
   *
   * Once the animation data has been parsed you will be able to play animations using that data.
   * Please see the Animation Manager `fromJSON` method for more details about the format and playback.
   * 
   * You can also access the raw animation data from its Cache using its key:
   * 
   * ```javascript
   * this.load.animation('baddieAnims', 'files/BaddieAnims.json');
   * // and later in your game ...
   * var data = this.cache.json.get('baddieAnims');
   * ```
   *
   * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
   * key. For example, if the prefix was `LEVEL1.` and the key was `Waves` the final key will be `LEVEL1.Waves` and
   * this is what you would use to retrieve the text from the JSON Cache.
   *
   * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
   *
   * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data"
   * and no URL is given then the Loader will set the URL to be "data.json". It will always add `.json` as the extension, although
   * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
   *
   * You can also optionally provide a `dataKey` to use. This allows you to extract only a part of the JSON and store it in the Cache,
   * rather than the whole file. For example, if your JSON data had a structure like this:
   * 
   * ```json
   * {
   *     "level1": {
   *         "baddies": {
   *             "aliens": {},
   *             "boss": {}
   *         }
   *     },
   *     "level2": {},
   *     "level3": {}
   * }
   * ```
   *
   * And if you only wanted to create animations from the `boss` data, then you could pass `level1.baddies.boss`as the `dataKey`.
   *
   * Note: The ability to load this type of file will only be available if the JSON File type has been built into Phaser.
   * It is available in the default build but can be excluded from custom builds.
   *
   * @method Phaser.Loader.LoaderPlugin#animation
   * @fires Phaser.Loader.LoaderPlugin#addFileEvent
   * @since 3.0.0
   *
   * @param {(string|Phaser.Loader.FileTypes.JSONFileConfig|Phaser.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
   * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json".
   * @param {string} [dataKey] - When the Animation JSON file loads only this property will be stored in the Cache and used to create animation data.
   * @param {XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
   *
   * @return {Phaser.Loader.LoaderPlugin} The Loader instance.
   */
  FileTypesManager.register('animation', function (key, url, dataKey, xhrSettings)
  {
      //  Supports an Object file definition in the key argument
      //  Or an array of objects in the key argument
      //  Or a single entry where all arguments have been defined
  
      if (Array.isArray(key))
      {
          for (var i = 0; i < key.length; i++)
          {
              this.addFile(new AnimationJSONFile(this, key[i]));
          }
      }
      else
      {
          this.addFile(new AnimationJSONFile(this, key, url, xhrSettings, dataKey));
      }
  
      return this;
  });
  
  module.exports = AnimationJSONFile;
  