using UnityEngine;
using YooAsset;
namespace UniFramework.Pooling
{
	public sealed class SpawnHandle : GameAsyncOperation
	{
		private enum ESteps
		{
			None,
			Waiting,
			Done,
		}
		private readonly GameObjectPool _pool;
		private InstantiateOperation _operation;
		private readonly Transform _parent;
		private readonly Vector3 _position;
		private readonly Quaternion _rotation;
		private ESteps _steps = ESteps.None;
		/// 
		/// 实例化的游戏对象
		/// 
		public GameObject GameObj
		{
			get
			{
				if (_operation == null)
				{
					UniLogger.Warning("The spawn handle is invalid !");
					return null;
				}
				return _operation.Result;
			}
		}
		/// 
		/// 用户自定义数据集
		/// 
		public System.Object[] UserDatas { private set; get; }
		private SpawnHandle()
		{
		}
		internal SpawnHandle(GameObjectPool pool, InstantiateOperation operation, Transform parent, Vector3 position, Quaternion rotation, params System.Object[] userDatas)
		{
			_pool = pool;
			_operation = operation;
			_parent = parent;
			_position = position;
			_rotation = rotation;
			UserDatas = userDatas;
		}
		protected override void OnStart()
		{
			_steps = ESteps.Waiting;
		}
		protected override void OnUpdate()
		{
			if (_steps == ESteps.None || _steps == ESteps.Done)
				return;
			if (_steps == ESteps.Waiting)
			{
				if (_operation.IsDone == false)
					return;
				if (_operation.Status != EOperationStatus.Succeed)
				{
					_steps = ESteps.Done;
					Status = EOperationStatus.Failed;
					Error = _operation.Error;
					return;
				}
				if (_operation.Result == null)
				{
					_steps = ESteps.Done;
					Status = EOperationStatus.Failed;
					Error = $"Clone game object is null.";
					return;
				}
				// 设置参数	
				_operation.Result.transform.SetParent(_parent);
				//_operation.Result.transform.SetPositionAndRotation(_position, _rotation);
				_operation.Result.SetActive(true);
				_steps = ESteps.Done;
				Status = EOperationStatus.Succeed;
			}
		}
		/// 
		/// 回收
		/// 
		public void Restore()
		{
			if (_operation != null)
			{
				ClearCompletedCallback();
				CancelHandle();
				_pool.Restore(_operation);
				_operation = null;
			}
		}
		/// 
		/// 丢弃
		/// 
		public void Discard()
		{
			if (_operation != null)
			{
				ClearCompletedCallback();
				CancelHandle();
				_pool.Discard(_operation);
				_operation = null;
			}
		}
		/// 
		/// 等待异步实例化结束
		/// 
		public void WaitForAsyncComplete()
		{
			if (_operation != null)
			{
				if (_steps == ESteps.Done)
					return;
				_operation.WaitForAsyncComplete();
				OnUpdate();
			}
		}
		private void CancelHandle()
		{
			if (IsDone == false)
			{
				_steps = ESteps.Done;
				Status = EOperationStatus.Failed;
				Error = $"User cancelled !";
			}
		}
	}
}