/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * 
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
using UnityEngine;

namespace Spine.Unity.Modules {
	[ExecuteInEditMode]
	public class SkeletonUtilitySubmeshRenderer : MonoBehaviour {
		[System.NonSerialized]
		public Mesh mesh;
		public int submeshIndex = 0;
		public Material hiddenPassMaterial;
		Renderer cachedRenderer;
		MeshFilter filter;
		Material[] sharedMaterials;

		void Awake () {
			cachedRenderer = GetComponent<Renderer>();
			filter = GetComponent<MeshFilter>();
			sharedMaterials = new Material[0];
		}

		public void SetMesh (Renderer parentRenderer, Mesh mesh, Material mat) {
			if (cachedRenderer == null)
				return;

			cachedRenderer.enabled = true;
			filter.sharedMesh = mesh;
			if (cachedRenderer.sharedMaterials.Length != parentRenderer.sharedMaterials.Length) {
				sharedMaterials = parentRenderer.sharedMaterials;
			}

			for (int i = 0; i < sharedMaterials.Length; i++) {
				if (i == submeshIndex)
					sharedMaterials[i] = mat;
				else
					sharedMaterials[i] = hiddenPassMaterial;
			}

			cachedRenderer.sharedMaterials = sharedMaterials;
		}
	}

}
