Wind = {
	type = "WindController",
	Properties = {	
		vVelocity={x=1.0,y=0.0,z=0.0},
		
		fFadeTime = 1,--used only when the fog is triggered manually, with activate/deactivate events.
	},
	
	Editor={
		Icon="Tornado.bmp",
	},
}


function Wind:OnInit()
	self.oldVelocity = {x=0.0,y=0.0,z=0.0};
	self.occupied = 0;
	self.lasttime = 0;
	
	self:OnReset();

	self:RegisterForAreaEvents(1);
end

function Wind:OnPropertyChange()
	self:OnReset();
end

function Wind:OnReset()
	self:RegisterForAreaEvents(1);
end

function Wind:OnSave(tbl)
	tbl.bTriggered = self.bTriggered
	tbl.oldVelocity = self.oldVelocity
	tbl.fadeamt = self.fadeamt
	tbl.Who = self.Who
end

function Wind:OnLoad(tbl)
	self.bTriggered = tbl.bTriggered
	self.oldVelocity = tbl.oldVelocity
	self.fadamt = tbl.fadeamt
	self.Who = tbl.Who
end

-----------------------------------------------------------------------------
--	fade: 0-out 1-in
function Wind:OnProceedFadeArea( player,areaId,fadeCoeff )
	self:Fade(fadeCoeff);
end

function Wind:ResetValues()
	System.SetWind(self.oldVelocity);
end

-----------------------------------------------------------------------------
function Wind:OnEnterArea( player,areaId )

	if((player and (not player.actor:IsPlayer())) or self.occupied == 1) then
		return
	end	
	
	self.oldVelocity = System.GetWind();
		
	self.occupied = 1;
end

-----------------------------------------------------------------------------
function Wind:OnLeaveArea( player,areaId )

	if(player and (not player.actor:IsPlayer())) then
		return
	end	
	
	self:ResetValues();
	
	self.occupied = 0;
end
-----------------------------------------------------------------------------
function Wind:OnShutDown()
	self:RegisterForAreaEvents(0);
end

function Wind:Event_Enable( sender )
		
	if(self.occupied == 0 ) then
		
		if (self.fadeamt and self.fadeamt<1) then
			self:ResetValues();
		end
		
		self:OnEnterArea( );
		
		self.fadeamt = 0;
		self.lasttime = _time;
		self.exitfrom = nil;
	end	
	
	self:SetTimer(0, 1);
	
	BroadcastEvent( self,"Enable" );
end

function Wind:Event_Disable( sender )
		
	if(self.occupied == 1 ) then
		
		--self:OnLeaveArea( );
		self.occupied = 0;
		
		self.fadeamt = 0;
		self.lasttime = _time;
		self.exitfrom = 1;
	end	
	
	self:SetTimer(0, 1);
	
	BroadcastEvent( self,"Disable" );
end

function Wind:OnTimer()

	--System.Log("Ontimer ");

	self:SetTimer(0, 1);
	
	if (self.fadeamt) then
	
		local delta = _time - self.lasttime;
		self.lasttime = _time;
	
		self.fadeamt = self.fadeamt + (delta / self.Properties.fFadeTime);
	
		if (self.fadeamt>=1) then
			
			self.fadeamt = 1;
			self:KillTimer(0);
		end
		
		----------------------------------------------
		--fade	
		local fadeCoeff = self.fadeamt;
		
		if (self.exitfrom) then
			fadeCoeff = 1 - fadeCoeff;	
		end
		
		fadeCoeff = math.sqrt( fadeCoeff );
		fadeCoeff = math.sqrt( fadeCoeff );
	
		self:Fade(fadeCoeff);
		--self:OnProceedFadeArea( nil,0,self.fadeamt );
	else
		self:KillTimer(0);
	end
end

function Wind:Fade(fadeCoeff)
	System.SetWind(LerpColors(self.oldVelocity, self.Properties.vVelocity, fadeCoeff));
end

Wind.FlowEvents =
{
	Inputs =
	{
		Disable = { Wind.Event_Disable, "bool" },
		Enable = { Wind.Event_Enable, "bool" },
	},
	Outputs =
	{
		Disable = "bool",
		Enable = "bool",
	},
}
