using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyPatrol : MonoBehaviour
{
	public float speed = 1f;
	public float minX;
	public float maxX;
	public float waitingTime = 2f;

	private GameObject _target;
	private Animator _animator;
	private Weapon _weapon;


	void Awake()
	{
		_animator = GetComponent<Animator>();
		_weapon = GetComponentInChildren<Weapon>();
	}

	// Start is called before the first frame update
	void Start()
	{
		UpdateTarget();
		StartCoroutine("PatrolToTarget");
	}

	// Update is called once per frame
	void Update()
	{

	}


	private void UpdateTarget()
	{
		// If first time, create target in the left
		if (_target == null) {
			_target = new GameObject("Target");
			_target.transform.position = new Vector2(minX, transform.position.y);
			transform.localScale = new Vector3(-1, 1, 1);
			return;
		}

		// If we are in the left, change target to the right
		if (_target.transform.position.x == minX) {
			_target.transform.position = new Vector2(maxX, transform.position.y);
			transform.localScale = new Vector3(1, 1, 1);
		}

		// If we are in the right, change target to the left
		else if (_target.transform.position.x == maxX) {
			_target.transform.position = new Vector2(minX, transform.position.y);
			transform.localScale = new Vector3(-1, 1, 1);
		}
	}

	private IEnumerator PatrolToTarget()
	{
		// Coroutine to move the enemy
		while (Vector2.Distance(transform.position, _target.transform.position) > 0.05f) {

			// Update animator
			_animator.SetBool("Idle", false);


			// let's move to the target
			Vector2 direction = _target.transform.position - transform.position;
			float xDirection = direction.x;

			transform.Translate(direction.normalized * speed * Time.deltaTime);

			// IMPORTANT
			yield return null;
		}

		// At this point, i've reached the target, let's set our position to the target's one
		Debug.Log("Target reached");
		transform.position = new Vector2(_target.transform.position.x, transform.position.y);
		UpdateTarget();

		// Update animator
		_animator.SetBool("Idle", true);

		// Shoot
		_animator.SetTrigger("Shoot");


		// And let's wait for a moment
		Debug.Log("Waiting for " + waitingTime + " seconds");
		yield return new WaitForSeconds(waitingTime); // IMPORTANT

		// once waited, let's restore the patrol behaviour
		Debug.Log("Waited enough, let's update the target and move again");
		StartCoroutine("PatrolToTarget");
	}

	void CanShoot()
	{
		if (_weapon != null) {
			_weapon.Shoot();
		}
	}
}
