#pragma strict

public var dudeTexture:Texture2D;
public var prefabParticles:GameObject;

#if !UNITY_3_5 && !UNITY_4_0 && !UNITY_4_0_1 && !UNITY_4_1 && !UNITY_4_2

function Start () {
	// Setup
	var avatarRotate:GameObject = createSpriteDude( "avatarRotate", new Vector3(-2.51208f,10.7119f,-14.37754f), true);
	var avatarScale:GameObject = createSpriteDude( "avatarScale", new Vector3(2.51208f,10.2119f,-14.37754f), true);
	var avatarMove:GameObject = createSpriteDude( "avatarMove", new Vector3(-3.1208f,7.100643f,-14.37754f), true);

	// Rotate Example
	LeanTween.rotateAround( avatarRotate, Vector3.forward, -360f, 5f);

	// Scale Example
	LeanTween.scale( avatarScale, new Vector3(1.7f, 1.7f, 1.7f), 5f).setEase(LeanTweenType.easeOutBounce);
	LeanTween.moveX( avatarScale, avatarScale.transform.position.x + 1f, 5f).setEase(LeanTweenType.easeOutBounce); // Simultaneously target many different tweens on the same object 

	// Move Example
	LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(1.7f, 0f, 0f), 2f).setEase(LeanTweenType.easeInQuad);

	// Delay
	LeanTween.move( avatarMove, avatarMove.transform.position + new Vector3(2f, -1f, 0f), 2f).setDelay(3f);

	// Chain properties (delay, easing with a set repeating of type ping pong)
	LeanTween.scale( avatarScale, new Vector3(0.2f, 0.2f, 0.2f), 1f).setDelay(7f).setEase(LeanTweenType.easeInOutCirc).setRepeat(5).setLoopPingPong();

	// Call methods after a certain time period
	LeanTween.delayedCall(gameObject, 0.2f, advancedExamples);
}

function createSpriteDude( name:String, pos:Vector3, hasParticles:boolean ):GameObject{
	var go:GameObject = new GameObject(name);
	var ren:SpriteRenderer = go.AddComponent(SpriteRenderer);
	go.GetComponent.<Renderer>().material.color = new Color(0f,181f/255f,1f);
	ren.sprite = Sprite.Create( dudeTexture, new Rect(0.0f,0.0f,256.0f,256.0f), new Vector2(0.5f,0f), 256f);
	go.transform.position = pos;

	if(hasParticles){
		var particles:GameObject = GameObject.Instantiate(prefabParticles, Vector3.zero, prefabParticles.transform.rotation ) as GameObject;
		particles.transform.parent = go.transform;
		particles.transform.localPosition = prefabParticles.transform.position;
	}
	return go;
}

// Advanced Examples
// It might be best to master the basics first, but this is included to tease the many possibilies LeanTween provides.

function advancedExamples(){
	LeanTween.delayedCall(gameObject, 14f, function(){
		for(var i:int=0; i < 10; i++){
			// Instantiate Container
			var rotator:GameObject = new GameObject("rotator"+i);
			rotator.transform.position = new Vector3(2.71208f,7.100643f,-12.37754f);

			// Instantiate Avatar
			var dude:GameObject = createSpriteDude( "dude"+i, new Vector3(-2.51208f,7.100643f,-14.37754f), false);//(GameObject)GameObject.Instantiate(prefabAvatar, Vector3.zero, prefabAvatar.transform.rotation );
			dude.transform.parent = rotator.transform;
			dude.transform.localPosition = new Vector3(0f,0.5f,0.5f*i);

			// Scale, pop-in
			dude.transform.localScale = new Vector3(0f,0f,0f);
			LeanTween.scale(dude, new Vector3(0.65f,0.65f,0.65f), 1f).setDelay(i*0.2f).setEase(LeanTweenType.easeOutBack);

			// Color like the rainbow
			var period:float = LeanTween.tau/10*i;
			var red:float   = Mathf.Sin(period + LeanTween.tau*0f/3f) * 0.5f + 0.5f;
  			var green:float = Mathf.Sin(period + LeanTween.tau*1f/3f) * 0.5f + 0.5f;
  			var blue:float  = Mathf.Sin(period + LeanTween.tau*2f/3f) * 0.5f + 0.5f;
			var rainbowColor:Color = new Color(red, green, blue);
			LeanTween.color(dude, rainbowColor, 0.3f).setDelay(1.2f + i*0.4f);
			
			// Push into the wheel
			LeanTween.moveLocalZ(dude, -2f, 0.3f).setDelay(1.2f + i*0.4f).setEase(LeanTweenType.easeSpring).setOnComplete(
				function( rot:GameObject ){
					LeanTween.rotateAround(rot, Vector3.forward, -1080f, 12f);
				}
			).setOnCompleteParam( rotator );

			// Jump Up and back down
			LeanTween.moveLocalY(dude,1.17f,1.2f).setDelay(5f + i*0.2f).setLoopPingPong().setRepeat(2).setEase(LeanTweenType.easeInOutQuad);
		
			// Alpha Out, and destroy
			LeanTween.alpha(dude, 0f, 0.6f).setDelay(9.2f + i*0.4f).setDestroyOnComplete(true).setOnComplete(
				function(rot:GameObject){
					Destroy( rot ); // destroying parent as well
				}
			).setOnCompleteParam( rotator );;	
		}

	}).setOnCompleteOnStart(true).setRepeat(-1); // Have the OnComplete play in the beginning and have the whole group repeat endlessly
}

#endif