namespace UnityEngine.XR.Content.UI.Layout
{
    /// 
    /// Component that controls the scale of the GameObject based on the distance from the main camera.
    /// The distance is divided into zones, and the transform scale is smoothly transitioned when the object moves into a different zone.
    /// The size of the zones are relative to the viewer's scale.
    /// 
    public class ZoneScale : MonoBehaviour
    {
        const float k_SmoothTime = 0.3f;
#pragma warning disable 649
        [SerializeField]
        bool m_Clamp;
        [SerializeField]
        float m_ClampMax = 10f;
        [SerializeField]
        float m_ClampMin = 1f;
        [SerializeField]
        float m_ZoneSize = 0.2f;
        [SerializeField]
        float m_DefaultScale = 1f;
#pragma warning restore 649
        float m_YVelocity;
        float m_LastScale = 1.0f;
        bool m_Snap;
        Transform m_MainCameraTransform;
        int m_CurrentZone;
        //IProvidesViewerScale IFunctionalitySubscriber.provider { get; set; }
        /// 
        /// Skip the transition interpolation to the target scale immediately
        /// 
        public void Snap()
        {
            m_Snap = true;
            SetScaleForCurrentDistance();
        }
        void OnEnable()
        {
            var mainCamera = Camera.main;
            if (mainCamera != null)
                m_MainCameraTransform = mainCamera.transform;
            Snap();
        }
        void LateUpdate()
        {
            SetScaleForCurrentDistance();
        }
        void SetScaleForCurrentDistance()
        {
            if (m_MainCameraTransform == null)
                return;
            var cameraPosition = m_MainCameraTransform.position;
            var deltaToCamera = cameraPosition - transform.position;
            var adjustedDistance = deltaToCamera.magnitude;
            var scaledZoneSize = m_ZoneSize * Camera.main.transform.lossyScale.x;
            var zone = Mathf.CeilToInt(adjustedDistance / scaledZoneSize);
            var bufferSize = scaledZoneSize * 0.5f;
            if (adjustedDistance > m_CurrentZone * scaledZoneSize + bufferSize ||
                adjustedDistance < m_CurrentZone * scaledZoneSize - bufferSize)
            {
                m_CurrentZone = zone;
            }
            var targetScale = m_CurrentZone * scaledZoneSize;
            var newScale = m_Snap ? targetScale : Mathf.SmoothDamp(m_LastScale, targetScale, ref m_YVelocity, k_SmoothTime);
            if (m_Snap)
                m_Snap = false;
            if (m_Clamp)
                newScale = Mathf.Clamp(newScale, m_ClampMin, m_ClampMax);
            transform.localScale = Vector3.one * (newScale * m_DefaultScale);
            m_LastScale = newScale;
        }
    }
}