using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TurtleContextTask : TurtleLSystem {
    public GameObject obj;
    public GameObject flower;
    public GameObject leaf;
    public float angle;

    private Func<float[], Matrix4x4> _roation(Vector3 axis) {
        Matrix4x4 f(float[] args) {
            if (args.Length == 0) {
                return Matrix4x4.Rotate(Quaternion.AngleAxis(angle, axis));
            }
            else {
                return Matrix4x4.Rotate(Quaternion.AngleAxis(args[0], axis));
            }
        }
        return f;
    }

    GameObject setColor(GameObject prefab, int index) {
        var result = Instantiate(prefab);
        switch (index) {
            case 1:
                result.GetComponent<Renderer>().material.SetColor("_Color", Color.red);
                break;
            case 2:
                result.GetComponent<Renderer>().material.SetColor("_Color", Color.blue);
                break;
            case 3:
                result.GetComponent<Renderer>().material.SetColor("_Color", Color.white);
                break;
        }
        return result;
    }

    protected override void initLiteralInterpretation() {
        turtleInterpretation = new Dictionary<string, Func<float[], Tuple<GameObject, Matrix4x4>>>();
        //turtleInterpretation
        var transformation = Matrix4x4.Translate(new Vector3(0.0f, 0.1f, 0)) * Matrix4x4.Scale(new Vector3(0.05f, 0.1f, 0.05f));
        turtleInterpretation.Add("+", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.back)(args)));
        turtleInterpretation.Add("-", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.forward)(args)));

        turtleInterpretation.Add("\\", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.down)(args)));
        turtleInterpretation.Add("/", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.up)(args)));

        turtleInterpretation.Add("^", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.left)(args)));
        turtleInterpretation.Add("&", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, _roation(Vector3.right)(args)));


        turtleInterpretation.Add("f", (float[] args) => new Tuple<GameObject, Matrix4x4>(null, Matrix4x4.Translate(Vector3.up * args[0])));

        turtleInterpretation.Add("W", (float[] args) => new Tuple<GameObject, Matrix4x4>(flower, Matrix4x4.Scale(Vector3.one*0.1f)));

        turtleInterpretation.Add("B", (float[] args) => new Tuple<GameObject, Matrix4x4>(leaf, Matrix4x4.Scale(Vector3.one)));

        turtleInterpretation.Add("F", (float[] args) => new Tuple<GameObject, Matrix4x4>(setColor(obj, Mathf.FloorToInt(args[0])), transformation * Matrix4x4.Scale(new Vector3(args[1], 1.0f, args[1]))));

        //Wildcard how to represent any other symbol
        turtleInterpretation.Add("*.*", (float[] args) => new Tuple<GameObject, Matrix4x4>(obj, transformation));
    }
}