require('Actor/ActorCommon')
local interactionActorProxy = require('Actor/Interaction/InteractionActorProxy')

local TestInteractionActor = class("TestInteractionActor", interactionActorProxy)

function tablelength(T)
  local count = 0
  for _ in pairs(T) do count = count + 1 end
  return count
end

function print_r ( t )  
    local print_r_cache={}
    local function sub_print_r(t,indent)
        if (print_r_cache[tostring(t)]) then
            CS.UnityEngine.Debug.Log(indent.."*"..tostring(t))
        else
            print_r_cache[tostring(t)]=true
            if (type(t)=="table") then
                for pos,val in pairs(t) do
                    if (type(val)=="table") then
                        CS.UnityEngine.Debug.Log(indent.."["..pos.."] => "..tostring(t).." {")
                        sub_print_r(val,indent..string.rep(" ",string.len(pos)+8))
                        CS.UnityEngine.Debug.Log(indent..string.rep(" ",string.len(pos)+6).."}")
                    elseif (type(val)=="string") then
                        CS.UnityEngine.Debug.Log(indent.."["..pos..'] => "'..val..'"')
                    else
                        CS.UnityEngine.Debug.Log(indent.."["..pos.."] => "..tostring(val))
                    end
                end
            else
                CS.UnityEngine.Debug.Log(indent..tostring(t))
            end
        end
    end
    if (type(t)=="table") then
        CS.UnityEngine.Debug.Log(tostring(t).." {")
        sub_print_r(t,"  ")
        CS.UnityEngine.Debug.Log("}")
    else
        sub_print_r(t,"  ")
    end
end

function TestInteractionActor:OnInterStart(interCnt)
	if interCnt == 1 then
		print_r(actorMgr.ActorDic)
		local Gaia = actorMgr:GetActor("1005")
		Gaia:SetPos(M.Pos(1, 2, 3))
	elseif interCnt == 2 then
		CS.UnityEngine.Debug.Log('hello world111')
	end
	
end

return TestInteractionActor