/**********************************************************************************
* Blueprint Reality Inc. CONFIDENTIAL
* 2019 Blueprint Reality Inc.
* All Rights Reserved.
*
* NOTICE:  All information contained herein is, and remains, the property of
* Blueprint Reality Inc. and its suppliers, if any.  The intellectual and
* technical concepts contained herein are proprietary to Blueprint Reality Inc.
* and its suppliers and may be covered by Patents, pending patents, and are
* protected by trade secret or copyright law.
*
* Dissemination of this information or reproduction of this material is strictly
* forbidden unless prior written permission is obtained from Blueprint Reality Inc.
***********************************************************************************/

#if UNITY_STANDALONE_WIN
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using BlueprintReality.MixCast.Data;

namespace BlueprintReality.MixCast
{
    public class SetActiveFromLicense : MonoBehaviour
    {
        public Data.LicenseType license;

        public List<GameObject> active = new List<GameObject>();
        public List<GameObject> inactive = new List<GameObject>();


        private bool lastState;

        void OnEnable()
        {
            SetState(CalculateNewState());
        }

        void Update()
        {
            bool newState = CalculateNewState();
            if (lastState != newState)
                SetState(newState);
        }

        bool CalculateNewState()
        {
            return MixCastSdkData.License.LicenseType == license;
        }

        void SetState(bool newState)
        {
            lastState = newState;

            foreach (var g in active)
                g.SetActive(newState);

            foreach (var g in inactive)
                g.SetActive(!newState);
        }
    }
}
#endif
