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/*==============================================================================

Copyright (c) 2021 PTC Inc. All Rights Reserved.

Confidential and Proprietary - Protected under copyright and other laws.

Vuforia is a trademark of PTC Inc., registered in the United States and other

countries.

==============================================================================*/

using System;

using UnityEngine;

using UnityEngine.Events;

using Vuforia;

/// <summary>

/// A custom handler that implements the ITrackableEventHandler interface.

///

/// Changes made to this file could be overwritten when upgrading the Vuforia version.

/// When implementing custom event handler behavior, consider inheriting from this class instead.

/// </summary>

public class MyDefaultObserverEventHandler : MonoBehaviour

{

    public GameObject AixiPerfab;

    public GameObject bloodPerfab;

    public GameObject flamePerfab;

    public AudioSource aud;

    public enum TrackingStatusFilter

    {

        Tracked,

        Tracked_ExtendedTracked,

        Tracked_ExtendedTracked_Limited

    }

    /// <summary>

    /// A filter that can be set to either:

    /// - Only consider a target if it's in view (TRACKED)

    /// - Also consider the target if's outside of the view, but the environment is tracked (EXTENDED_TRACKED)

    /// - Even consider the target if tracking is in LIMITED mode, e.g. the environment is just 3dof tracked.

    /// </summary>

    public TrackingStatusFilter StatusFilter = TrackingStatusFilter.Tracked_ExtendedTracked_Limited;

    public bool UsePoseSmoothing = false;

    public AnimationCurve AnimationCurve = AnimationCurve.Linear(0, 0, LERP_DURATION, 1);

    public UnityEvent OnTargetFound;

    public UnityEvent OnTargetLost;

    protected ObserverBehaviour mObserverBehaviour;

    protected TargetStatus mPreviousTargetStatus = TargetStatus.NotObserved;

    protected bool mCallbackReceivedOnce;

    const float LERP_DURATION = 0.3f;

    PoseSmoother mPoseSmoother;

    protected virtual void Start()

    {

        mObserverBehaviour = GetComponent<ObserverBehaviour>();

        if (mObserverBehaviour)

        {

            mObserverBehaviour.OnTargetStatusChanged += OnObserverStatusChanged;

            mObserverBehaviour.OnBehaviourDestroyed += OnObserverDestroyed;

            OnObserverStatusChanged(mObserverBehaviour, mObserverBehaviour.TargetStatus);

            SetupPoseSmoothing();

        }

    }

    protected virtual void OnDestroy()

    {

        if (VuforiaBehaviour.Instance != null)

            VuforiaBehaviour.Instance.World.OnStateUpdated -= OnStateUpdated;

        if (mObserverBehaviour)

            OnObserverDestroyed(mObserverBehaviour);

        mPoseSmoother?.Dispose();

    }

    void OnObserverDestroyed(ObserverBehaviour observer)

    {

        mObserverBehaviour.OnTargetStatusChanged -= OnObserverStatusChanged;

        mObserverBehaviour.OnBehaviourDestroyed -= OnObserverDestroyed;

        mObserverBehaviour = null;

    }

    void OnObserverStatusChanged(ObserverBehaviour behaviour, TargetStatus targetStatus)

    {

        var name = mObserverBehaviour.TargetName;

        if (mObserverBehaviour is VuMarkBehaviour vuMarkBehaviour && vuMarkBehaviour.InstanceId != null)

        {

            name += " (" + vuMarkBehaviour.InstanceId + ")";

        }

        Debug.Log($"Target status: {name} {targetStatus.Status} -- {targetStatus.StatusInfo}");

        HandleTargetStatusChanged(mPreviousTargetStatus.Status, targetStatus.Status);

        HandleTargetStatusInfoChanged(targetStatus.StatusInfo);

        mPreviousTargetStatus = targetStatus;

    }

    protected virtual void HandleTargetStatusChanged(Status previousStatus, Status newStatus)

    {

        var shouldBeRendererBefore = ShouldBeRendered(previousStatus);

        var shouldBeRendererNow = ShouldBeRendered(newStatus);

        if (shouldBeRendererBefore != shouldBeRendererNow)

        {

            if (shouldBeRendererNow)

            {

                OnTrackingFound();

            }

            else

            {

                OnTrackingLost();

            }

        }

        else

        {

            if (!mCallbackReceivedOnce && !shouldBeRendererNow)

            {

                // This is the first time we are receiving this callback, and the target is not visible yet.

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