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

public class AnabaenaTurtleParametric : TurtleLSystem
{

    Matrix4x4 AnabeanaParametricTransform(float age)
    {
        return Matrix4x4.TRS(
            new Vector3(
                0.1f + age * 0.1f,
                0.0f, 
                0.0f),
            Quaternion.identity,
            new Vector3(
                0.1f + age * 0.1f,
                0.1f + age * 0.1f, 
                0.1f + age * 0.1f));
    }

    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("l", (float[] args) => new Tuple<GameObject, Matrix4x4>(l, AnabeanaParametricTransform(args[0])));
        turtleInterpretation.Add("r", (float[] args) => new Tuple<GameObject, Matrix4x4>(r, AnabeanaParametricTransform(args[0])));
        //turtleInterpretation.Add("L", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigL, Matrix4x4.Rotate(Quaternion.Euler(0, 0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
        //turtleInterpretation.Add("R", (float[] args) => new Tuple<GameObject, Matrix4x4>(bigR, Matrix4x4.Rotate(Quaternion.Euler(0, 0, UnityEngine.Random.Range(-20, 20))) * Matrix4x4.Translate(new Vector3(0.1f, 0, 0)) * Matrix4x4.Scale(new Vector3(0.1f, 0.1f, 0.1f))));
    }
}