/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated April 5, 2025. Replaces all prior versions.
 *
 * Copyright (c) 2013-2025, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using Spine.Unity.Editor;
using UnityEditor;
using UnityEngine;

namespace Spine.Unity.Examples {
	[CustomEditor(typeof(SkeletonPartsRenderer))]
	public class SkeletonRenderPartInspector : UnityEditor.Editor {
		SpineInspectorUtility.SerializedSortingProperties sortingProperties;

		void OnEnable () {
			sortingProperties = new SpineInspectorUtility.SerializedSortingProperties(SpineInspectorUtility.GetRenderersSerializedObject(serializedObject));
		}

		public override void OnInspectorGUI () {
			SpineInspectorUtility.SortingPropertyFields(sortingProperties, true);

			if (!serializedObject.isEditingMultipleObjects) {
				EditorGUILayout.Space();
				if (SpineInspectorUtility.LargeCenteredButton(new GUIContent("Select SkeletonRenderer", SpineEditorUtilities.Icons.spine))) {
					SkeletonPartsRenderer thisSkeletonPartsRenderer = target as SkeletonPartsRenderer;
					SkeletonRenderSeparator separator = thisSkeletonPartsRenderer.GetComponentInParent<SkeletonRenderSeparator>();
					if (separator != null && separator.partsRenderers.Contains(thisSkeletonPartsRenderer) && separator.SkeletonRenderer != null)
						Selection.activeGameObject = separator.SkeletonRenderer.gameObject;
				}
			}
		}
	}

}
