using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using ConsoleLSystem;
using System;

public class ContextTurtle : TurtleLSystem {

    protected override void initLiteralInterpretation() {

        turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
        //turtleInterpretation
        //loading required objects 
        var path = "Assets/Models/{0}.fbx";
        var bigL = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigL"), typeof(GameObject));
        var bigR = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "bigR"), typeof(GameObject));
        var l = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "l"), typeof(GameObject));
        var r = (GameObject)AssetDatabase.LoadAssetAtPath(String.Format(path, "r"), typeof(GameObject));

        //creating functions that are used for interpretation
        turtleInterpretation.Add("A", (float[] args) => new Tuple<GameObject, Matrix4x4>(l, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
        turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(r, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
        turtleInterpretation.Add("D", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigR, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f * (args[0] * 0.2f + 0.01f), 0.1f))));
        turtleInterpretation.Add("C", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigR, Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f * (args[0] * 0.2f + 0.01f), 0.1f))));
    }
}