local _, ns = ...
local PowaAuras = ns.PowaAuras

local cos = cos
local math = math
local pairs = pairs
local sin = sin
local type = type

cPowaAnimationBase = PowaClass(function(animation, aura, frame, base)
	animation.State = 0
	animation.Aura = aura
	animation.Frame = frame
	animation.TargetWidth = frame.baseL
	animation.TargetHeight = frame.baseH
	animation.TargetAlpha = aura.alpha
	animation.Width = animation.TargetWidth
	animation.Height = animation.TargetHeight
	animation.Alpha = animation.TargetAlpha
	if base then
		for k, v in pairs(base) do
			local varType = type(v)
			if varType == "string" or varType == "boolean" or varType == "number" then
				animation[k] = base[k]
			end
		end
	end
end)

function cPowaAnimationBase:InitialiseBase()
	self.StartWidth = self.TargetWidth
	self.StartHeight = self.TargetHeight
	self.StartAlpha = self.TargetAlpha
	self:Reset()
end

function cPowaAnimationBase:Initialise()
	self:InitialiseBase()
end

function cPowaAnimationBase:ResetBase()
	self.State = 0
	self.Width = self.StartWidth
	self.Height = self.StartHeight
	self.Alpha = self.StartAlpha
	self:UpdateFrame()
end

function cPowaAnimationBase:Reset()
	self:ResetBase()
end

function cPowaAnimationBase:UpdateFrameBase()
	self.Frame:SetWidth(self.Width)
	self.Frame:SetHeight(self.Height)
	self.Frame:SetAlpha(math.min(self.Alpha, 0.99))
end

function cPowaAnimationBase:UpdateFrame()
	self:UpdateFrameBase()
end

function cPowaAnimationBase:Update(elapsed)
	return true
end

cPowaAnimationBaseTranslate = PowaClass(cPowaAnimationBase)
function cPowaAnimationBaseTranslate:UpdateFrame()
	self.Frame:SetPoint("Center", self.X, self.Y)
	self:UpdateFrameBase()
end

function cPowaAnimationBaseTranslate:InitialiseBase()
	self.StartWidth = self.TargetWidth
	self.StartHeight = self.TargetHeight
	self.TargetX = self.Aura.x
	self.TargetY = self.Aura.y
	self.X = self.TargetX + self.OffsetX
	self.Y = self.TargetY + self.OffsetY
	self.StartAlpha = 0
	self:ResetBase()
end

function cPowaAnimationBaseTranslate:Initialise()
	self:InitialiseBase()
end

-- Begin Animations
cPowaAnimationBeginZoomIn = PowaClass(cPowaAnimationBase)
function cPowaAnimationBeginZoomIn:Initialise()
	self.StartWidth = self.TargetWidth * 1.5
	self.StartHeight = self.TargetHeight * 1.5
	self.StartAlpha = 0
	self:ResetBase()
end

function cPowaAnimationBeginZoomIn:Update(elapsed)
	local step = elapsed * 150 * self.Aura.speed
	self.Width = self.Width - (step * self.Aura.torsion)
	self.Height = self.Height - (step * (2 - self.Aura.torsion))
	self.Alpha = self.TargetAlpha * (self.StartWidth - self.Width) / (self.StartWidth - self.TargetWidth)
	local result = false
	if self.Width <= self.TargetWidth then
		self.Width = self.TargetWidth
		self.Height = self.TargetHeight
		self.Alpha = self.TargetAlpha
		result = true
	end
	self:UpdateFrame()
	return result
end

cPowaAnimationBeginZoomOut = PowaClass(cPowaAnimationBase)
function cPowaAnimationBeginZoomOut:Initialise()
	self.StartWidth = self.TargetWidth * 0.5
	self.StartHeight = self.TargetHeight * 0.5
	self.StartAlpha = 0
	self:Reset()
end

function cPowaAnimationBeginZoomOut:Update(elapsed)
	local step = elapsed * 150 * self.Aura.speed
	self.Width = self.Width + (step * self.Aura.torsion)
	self.Height = self.Height + (step * (2 - self.Aura.torsion))
	self.Alpha = self.TargetAlpha * (self.StartWidth - self.Width) / (self.StartWidth - self.TargetWidth)
	local result = false
	if self.Width >= self.TargetWidth then
		self.Width = self.TargetWidth
		self.Height = self.TargetHeight
		self.Alpha = self.TargetAlpha
		result = true
	end
	self:UpdateFrame()
	return result
end

cPowaAnimationBeginFadeIn = PowaClass(cPowaAnimationBase)
function cPowaAnimationBeginFadeIn:Initialise()
	self.StartWidth = self.TargetWidth
	self.StartHeight = self.TargetHeight
	self.StartAlpha = 0
	self:Reset()
end

function cPowaAnimationBeginFadeIn:Update(elapsed)
	self.Alpha = self.Alpha + elapsed * 2 * self.Aura.speed * self.TargetAlpha
	local result = false
	if self.Alpha >= self.TargetAlpha then
		self.Alpha = self.TargetAlpha
		result = true
	end
	self:UpdateFrame()
	return result
end

cPowaAnimationBeginTranslate = PowaClass(cPowaAnimationBaseTranslate)
function cPowaAnimationBeginTranslate:Update(elapsed)
	self.Alpha = math.max(self.TargetAlpha + elapsed * self.TranslationSpeed * self.Aura.speed * self.TargetAlpha, self.TargetAlpha)
	local step = elapsed * self.TranslationSpeed * 100 * self.Aura.speed
	self.X = self.X + self.DirectionX * step
	self.Y = self.Y + self.DirectionY * step
	local result = false
	if ((self.DirectionX * (self.X - self.TargetX)) >= 0) and (self.DirectionY * (self.Y - self.TargetY) >= 0) then
		self.X = self.TargetX
		self.Y = self.TargetY
		self.Alpha = self.TargetAlpha
		result = true
	end
	self:UpdateFrame()
	return result
end

cPowaAnimationBeginTranslateLeft = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = - 100, OffsetY = 0, DirectionX = 1, DirectionY = 0, TranslationSpeed = 2.0})
cPowaAnimationBeginTranslateTopLeft = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = - 75 , OffsetY = 75, DirectionX = 1, DirectionY = - 1, TranslationSpeed = 1.5})
cPowaAnimationBeginTranslateTop = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = 0, OffsetY = 100, DirectionX = 0, DirectionY = - 1, TranslationSpeed = 2.0})
cPowaAnimationBeginTranslateTopRight = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = 75, OffsetY = 75, DirectionX = - 1, DirectionY = - 1, TranslationSpeed = 1.5})
cPowaAnimationBeginTranslateRight = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = 100, OffsetY = 0, DirectionX = - 1, DirectionY = 0, TranslationSpeed = 2.0})
cPowaAnimationBeginTranslateBottomRight = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = 75, OffsetY = - 75, DirectionX = - 1, DirectionY = 1, TranslationSpeed = 1.5})
cPowaAnimationBeginTranslateBottom = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = 0, OffsetY = - 100, DirectionX = 0, DirectionY = 1, TranslationSpeed = 2.0})
cPowaAnimationBeginTranslateBottomLeft = PowaClass(cPowaAnimationBeginTranslate, {OffsetX = - 75, OffsetY = - 75, DirectionX = 1, DirectionY = 1, TranslationSpeed = 1.5})

cPowaAnimationBeginBounce = PowaClass(cPowaAnimationBaseTranslate, {OffsetX = 0, OffsetY = 100, MinVelocity = 100, Acceleration = 1000})
function cPowaAnimationBeginBounce:Initialise()
	self.Velocity = 0
	self:InitialiseBase()
end

function cPowaAnimationBeginBounce:Update(elapsed)
	self.Alpha = math.max(self.TargetAlpha + elapsed * 2 * self.Aura.speed * self.TargetAlpha , self.TargetAlpha)
	self.Velocity = math.max(math.min(self.Velocity + self.Acceleration * self.Aura.speed * elapsed, 1000), - 1000)
	self.Y = self.Y - elapsed * (self.Velocity + self.Acceleration * self.Aura.speed * elapsed / 2)
	local result = false
	if self.Y <= self.TargetY and self.Velocity > 0 then
		self.Y = self.TargetY
		self.Alpha = self.TargetAlpha
		if self.Velocity <= self.MinVelocity then
			self.Velocity = 0
			result = true
		else
			self.Velocity = - self.Velocity * 0.9
		end
	end
	self:UpdateFrame()
	return result
end

-- End Animations
cPowaAnimationEnd = PowaClass(cPowaAnimationBase)
function cPowaAnimationEnd:Initialise()
	self.StartWidth = self.Frame:GetWidth()
	self.StartHeight = self.Frame:GetHeight()
	self.StartAlpha = self.Frame:GetAlpha()
	self:Reset()
end

cPowaAnimationEndResizeAndFade = PowaClass(cPowaAnimationEnd)
function cPowaAnimationEndResizeAndFade:Update(elapsed)
	self.Alpha = self.Alpha - (elapsed * 2)
	if self.Alpha <= 0 then
		return true
	end
	local sizeStep = self.Direction * elapsed * self.StartWidth
	self.Width = math.max(0, self.Width + sizeStep)
	self.Height = math.max(0, self.Height + sizeStep)
	self:UpdateFrame()
	return false
end

cPowaAnimationEndGrowAndFade = PowaClass(cPowaAnimationEndResizeAndFade, {Direction = 3})
cPowaAnimationEndShrinkAndFade = PowaClass(cPowaAnimationEndResizeAndFade, {Direction = - 3})

cPowaAnimationEndFade = PowaClass(cPowaAnimationEnd)
function cPowaAnimationEndFade:Update(elapsed)
	self.Alpha = self.Alpha - (elapsed * 2)
	if self.Alpha <= 0 then
		return true
	end
	self:UpdateFrame()
	return false
end

-- Main Animations
cPowaAnimationFlashing = PowaClass(cPowaAnimationBase)
function cPowaAnimationFlashing:Initialise()
	self.Direction = - 1
	self.MinAlpha = self.TargetAlpha * 0.5 * self.Aura.speed
	self.Alpha = self.Frame:GetAlpha()
end

function cPowaAnimationFlashing:Update(elapsed)
	self.Alpha = self.Alpha + self.Direction * elapsed / 2
	if self.Alpha <= self.MinAlpha then
		self.Alpha = self.MinAlpha
		self.Direction = 1
	elseif self.Alpha >= self.TargetAlpha then
		self.Alpha = self.TargetAlpha
		self.Direction = - 1
	end
	self:UpdateFrame()
end

cPowaAnimationGrowing = PowaClass(cPowaAnimationBase)
function cPowaAnimationGrowing:Initialise()
	self.MinWidth = self.TargetWidth * 0.9
	self.MinHeight = self.TargetHeight * 0.9
	self.MaxWidth = self.TargetWidth * 1.3
	self.MaxHeight = self.TargetHeight * 1.3
	self.Width = self.Frame:GetWidth()
	self.Height = self.Frame:GetHeight()
	self.Alpha = self.Frame:GetAlpha()
end

function cPowaAnimationGrowing:Update(elapsed)
	local step = elapsed * 25 * self.Aura.speed * self.Aura.size
	self.Width = self.Width + step
	self.Height = self.Height + step
	if self.Width >= self.MaxWidth then
		self.Width = self.MinWidth
		self.Height = self.MinHeight
	end
	self.Alpha = self.TargetAlpha * (self.MaxWidth - self.Width) / (self.MaxWidth - self.MinWidth)
	self:UpdateFrame()
end

cPowaAnimationPulse = PowaClass(cPowaAnimationBase)
function cPowaAnimationPulse:Initialise()
	self.Direction = 1
	self.MinWidth = self.TargetWidth * 0.95
	self.MinHeight = self.TargetHeight * 0.95
	self.MaxWidth = self.TargetWidth * 1.05
	self.MaxHeight = self.TargetHeight * 1.05
	self.Width = self.Frame:GetWidth()
	self.Height = self.Frame:GetHeight()
end

function cPowaAnimationPulse:Update(elapsed)
	local step = self.Direction * elapsed * 50 * self.Aura.speed * self.Aura.size
	self.Width = self.Width + step * self.Aura.torsion
	self.Height = self.Height + step * (2 - self.Aura.torsion)
	if self.Width >= self.MaxWidth then
		self.Width = self.MaxWidth
		self.Height = self.MaxHeight
		self.Direction = -1
	elseif self.Width <= self.MinWidth then
		self.Width = self.MinWidth
		self.Height = self.MinHeight
		self.Direction = 1
	end
	self:UpdateFrame()
end

cPowaAnimationBubble = PowaClass(cPowaAnimationBase)
function cPowaAnimationBubble:Initialise()
	self.Direction = 1
	self.MinWidth = self.TargetWidth * 0.95
	self.MinHeight = self.TargetHeight * 0.95
	self.MaxWidth = self.TargetWidth * 1.05
	self.MaxHeight = self.TargetHeight * 1.05
	self.Width = self.Frame:GetWidth()
	self.Height = self.Frame:GetHeight()
end

function cPowaAnimationBubble:Update(elapsed)
	local step = self.Direction * elapsed * 50 * self.Aura.speed * self.Aura.size
	self.Width = self.Width + step * self.Aura.torsion
	self.Height = self.Height - step * (2 - self.Aura.torsion)
	if self.Width >= self.MaxWidth then
		self.Width = self.MaxWidth
		self.Height = self.MinHeight
		self.Direction = - 1
	elseif self.Width <= self.MinWidth then
		self.Width = self.MinWidth
		self.Height = self.MaxHeight
		self.Direction = 1
	end
	self:UpdateFrame()
end

cPowaAnimationWaterDrop = PowaClass(cPowaAnimationBaseTranslate, {OffsetX = 0, OffsetY = 0})
function cPowaAnimationWaterDrop:Initialise()
	self.Alpha = self.Frame:GetAlpha()
	self.Width = self.Frame:GetWidth()
	self.Height = self.Frame:GetHeight()
	self.TargetX = self.Aura.x
	self.TargetY = self.Aura.y
	self.X = self.TargetX
	self.Y = self.TargetY
	self.Status = 0
end

function cPowaAnimationWaterDrop:Update(elapsed)
	self.Alpha = self.Alpha - elapsed * self.TargetAlpha * 0.5 * self.Aura.speed
	if self.Alpha <= 0 then
		self.Alpha = self.TargetAlpha
		self.Width = self.TargetWidth * 0.85
		self.Height = self.TargetHeight * 0.85
		self.X = self.TargetX -- + (math.random(0, 20) - 10) * self.Aura.speed
		self.Y = self.TargetY -- + (math.random(0, 20) - 10) * self.Aura.speed
	else
		local width = self.Width + elapsed * 100 * self.Aura.speed * self.Aura.size
		if (width * 1.5) > self.Width then
			self.Width = width
			self.Height = self.Height + elapsed * 100 * self.Aura.speed * self.Aura.size
		end
	end
	self:UpdateFrame()
end

cPowaAnimationElectric = PowaClass(cPowaAnimationBaseTranslate, {OffsetX = 0, OffsetY = 0})
function cPowaAnimationElectric:Initialise()
	self.Alpha = self.Frame:GetAlpha()
	self.Width = self.Frame:GetWidth()
	self.Height = self.Frame:GetHeight()
	self.TargetX = self.Aura.x
	self.TargetY = self.Aura.y
	self.X = self.TargetX
	self.Y = self.TargetY
	self.Status = 0
end

function cPowaAnimationElectric:Update(elapsed)
	if self.Status == 0 then
		if math.random(210 - self.Aura.speed * 100) == 1 then
			self.X = self.TargetX + math.random(0, 10) - 5
			self.Y = self.TargetY + math.random(0, 10) - 5
			self.Alpha = self.TargetAlpha
			self.Status = 1
		else
			self.Alpha = self.TargetAlpha / 2
		end
	else
		self.X = self.TargetX
		self.Y = self.TargetY
		self.Status = 0
	end
	self:UpdateFrame()
end

cPowaAnimationShrinking = PowaClass(cPowaAnimationBase)
function cPowaAnimationShrinking:Initialise()
	self.Alpha = self.Frame:GetAlpha()
	self.Width = self.Frame:GetWidth()
	self.Height = self.Frame:GetHeight()
	self.MinWidth = self.TargetWidth
	self.MinHeight = self.TargetHeight
	self.MaxWidth = self.TargetWidth * 1.3
	self.MaxHeight = self.TargetHeight * 1.3
	self.Status = 0
end

function cPowaAnimationShrinking:Update(elapsed)
	if self.Status == 0 then
		self.Width = self.MaxWidth
		self.Height = self.MaxHeight
		self.Alpha = 0
		self.Status = 2
	elseif self.Status == 2 then
		local speedScale = 50 * self.Aura.speed * self.Aura.size
		self.Width = self.Width - elapsed * speedScale * self.Aura.torsion
		self.Height = self.Height - elapsed * speedScale * (2 - self.Aura.torsion)
		self.Alpha = self.TargetAlpha * (self.MaxWidth - self.Width) / (self.MaxWidth - self.MinWidth)
		if self.Width <= self.MinWidth then
			self.Width = self.MinWidth
			self.Height = self.MinHeight
			self.Status = 1
		end
	elseif self.Status == 1 then
		self.Width = self.MinWidth
		self.Height = self.MinHeight
		self.Alpha = self.TargetAlpha
		self.Status = 3
	elseif self.Status == 3 then
		self.Alpha = self.Alpha - (elapsed / math.random(1, 2))
		if self.Alpha <= 0 then
			self.Alpha = 0
			self.Status = 0
		end
	end
	self:UpdateFrame()
end

cPowaAnimationFlame = PowaClass(cPowaAnimationBaseTranslate, {OffsetX = 0, OffsetY = 0})
function cPowaAnimationFlame:Initialise()
	self.Alpha = self.Frame:GetAlpha()
	self.Width = self.Frame:GetWidth()
	self.Height = self.Frame:GetHeight()
	self.TargetX = self.Aura.x
	self.TargetY = self.Aura.y
	self.X = self.TargetX
	self.Y = self.TargetY
	self.Status = 0
end

function cPowaAnimationFlame:Update(elapsed)
	if self.Status < 2 then
		self.Width = self.TargetWidth
		self.Height = self.TargetHeight
		self.Alpha = self.TargetAlpha
		self.X = self.TargetX
		self.Y = self.TargetY
		self.Status = 2
	else
		local speedScale = 50 * self.Aura.speed * self.Aura.size
		self.X = self.X + math.random(1, 3) - 2
		self.Y = self.Y + elapsed * math.random(10, 20)
		self.Alpha = self.Alpha - self.TargetAlpha * elapsed / math.random(2, 4)
		self.Width = self.Width - elapsed * speedScale * self.Aura.torsion
		self.Height = self.Height - elapsed * speedScale * (2 - self.Aura.torsion)
		if self.Alpha < 0 then
			self.Alpha = 0
			self.Status = 1
		end
	end
	self:UpdateFrame()
end

cPowaAnimationOrbit = PowaClass(cPowaAnimationBaseTranslate, {OffsetX = 0, OffsetY = 0})
function cPowaAnimationOrbit:Initialise()
	self.Alpha = self.Frame:GetAlpha()
	self.TargetX = self.Aura.x
	self.TargetY = self.Aura.y
	self.X = self.TargetX
	self.Y = self.TargetY
	self.MaxWidth = math.max(self.TargetX, - self.TargetX, 5) * 1.0
	self.MaxHeight = self.MaxWidth * (1.6 - self.Aura.torsion)
	self.Width = self.TargetWidth / self.Aura.torsion
	self.Height = self.TargetHeight / (2 - self.Aura.torsion)
	self.Angle = 0
	if self.Aura.textaura ~= true then
		local texture = self.Aura:GetTexture()
		if texture then
			texture:SetTexCoord(0, 1, 0, 1)
		end
	end
end

function cPowaAnimationOrbit:Update(elapsed)
	local speedScale = elapsed * 75 * self.Aura.speed
	if self.Aura.isSecondary and PowaAuras.Auras[self.Aura.id].anim1 == PowaAuras.AnimationTypes.Orbit then
		if self.Aura.symetrie < 2 then
			self.Angle = PowaAuras.Auras[self.Aura.id].animation.Angle + 180
			if self.Angle > 360 then
				self.Angle = self.Angle - 360
			end
		else
			self.Angle = 180 - PowaAuras.Auras[self.Aura.id].animation.Angle
			if self.Angle < 0 then
				self.Angle = self.Angle + 360
			end
		end
	elseif self.Aura.symetrie == 1 or self.Aura.symetrie == 3 then
		self.Angle = self.Angle - speedScale
		if self.Angle < 0 then
			self.Angle = 360
		end
	else
		self.Angle = self.Angle + speedScale
		if self.Angle > 360 then
			self.Angle = 0
		end
	end
	if self.Angle < 180 then
		if self.Angle < 90 then
			self.Alpha = self.TargetAlpha * (1 - self.Angle / 90)
		else
			self.Alpha = self.TargetAlpha * (self.Angle / 90 - 1)
		end
	else
		self.Alpha = self.TargetAlpha
	end
	self.X = self.MaxWidth * cos(self.Angle)
	self.Y = self.TargetY + self.MaxHeight * sin(self.Angle)
	self:UpdateFrame()
end

-- Concrete Animation Classes
PowaAuras.AnimationMainClasses = {
	[PowaAuras.AnimationTypes.Static] = cPowaAnimationBase,
	[PowaAuras.AnimationTypes.Flashing] = cPowaAnimationFlashing,
	[PowaAuras.AnimationTypes.Growing] = cPowaAnimationGrowing,
	[PowaAuras.AnimationTypes.Pulse] = cPowaAnimationPulse,
	[PowaAuras.AnimationTypes.Bubble] = cPowaAnimationBubble,
	[PowaAuras.AnimationTypes.WaterDrop] = cPowaAnimationWaterDrop,
	[PowaAuras.AnimationTypes.Electric] = cPowaAnimationElectric,
	[PowaAuras.AnimationTypes.Shrinking] = cPowaAnimationShrinking,
	[PowaAuras.AnimationTypes.Flame] = cPowaAnimationFlame,
	[PowaAuras.AnimationTypes.Orbit] = cPowaAnimationOrbit
}

-- Concrete Animation Begin Classes
PowaAuras.AnimationBeginClasses = {
	[PowaAuras.AnimationBeginTypes.None] = cPowaAnimationBase,
	[PowaAuras.AnimationBeginTypes.ZoomIn] = cPowaAnimationBeginZoomIn,
	[PowaAuras.AnimationBeginTypes.ZoomOut] = cPowaAnimationBeginZoomOut,
	[PowaAuras.AnimationBeginTypes.FadeIn] = cPowaAnimationBeginFadeIn,
	[PowaAuras.AnimationBeginTypes.TranslateLeft] = cPowaAnimationBeginTranslateLeft,
	[PowaAuras.AnimationBeginTypes.TranslateTopLeft] = cPowaAnimationBeginTranslateTopLeft,
	[PowaAuras.AnimationBeginTypes.TranslateTop] = cPowaAnimationBeginTranslateTop,
	[PowaAuras.AnimationBeginTypes.TranslateTopRight] = cPowaAnimationBeginTranslateTopRight,
	[PowaAuras.AnimationBeginTypes.TranslateRight] = cPowaAnimationBeginTranslateRight,
	[PowaAuras.AnimationBeginTypes.TranslateBottomRight] = cPowaAnimationBeginTranslateBottomRight,
	[PowaAuras.AnimationBeginTypes.TranslateBottom] = cPowaAnimationBeginTranslateBottom,
	[PowaAuras.AnimationBeginTypes.TranslateBottomLeft] = cPowaAnimationBeginTranslateBottomLeft,
	[PowaAuras.AnimationBeginTypes.Bounce] = cPowaAnimationBeginBounce
}

-- Concrete Animation End Classes
PowaAuras.AnimationEndClasses = {
	[PowaAuras.AnimationEndTypes.None] = cPowaAnimationEnd,
	[PowaAuras.AnimationEndTypes.GrowAndFade] = cPowaAnimationEndGrowAndFade,
	[PowaAuras.AnimationEndTypes.ShrinkAndFade] = cPowaAnimationEndShrinkAndFade,
	[PowaAuras.AnimationEndTypes.Fade] = cPowaAnimationEndFade
}

function PowaAuras:AnimationBeginFactory(animationType, aura, frame, base)
	if not base then
		base = { }
	end
	base.IsBegin = true
	return self:AnimationFactory(animationType, self.AnimationBeginClasses, aura, frame, base)
end

function PowaAuras:AnimationEndFactory(animationType, aura, frame, base)
	if aura.isSecondary then
		return nil
	end
	if not base then
		base = { }
	end
	base.IsEnd = true
	return self:AnimationFactory(animationType, self.AnimationEndClasses, aura, frame, base)
end

function PowaAuras:AnimationMainFactory(animationType, aura, frame, base)
	if animationType == PowaAuras.AnimationTypes.Invisible then
		return nil
	end
	return self:AnimationFactory(animationType, self.AnimationMainClasses, aura, frame, base)
end

-- Instance concrete class based on animation type
function PowaAuras:AnimationFactory(animationType, classList, aura, frame, base)
	if not frame then
		return nil
	end
	local class = classList[animationType]
	if class then
		if not base then
			base = { }
		end
		base.AnimationType = animationType
		local animation = class(aura, frame, base)
		if animation then
			animation:Initialise()
		end
		return animation
	end
	return nil
end