using UnityEngine;

// Base Enemy class, includes some functionality common to all Enemies, such as a reference
// to the AntiPlayer and that they always face towards it.
public abstract class Enemy : Fighter
{

    [SerializeField] public Opponent opponentType;
    [SerializeField, Tooltip("How close the AntiPlayer has to be in order for this Enemy to start attacking")]
    protected float playerDistanceToAttack = 1.25f;
    [SerializeField, Tooltip("Whether the Enemy is facing left in the Sprite Sheet. Used to determine which way to face.")]
    bool spriteIsFacingLeft = true;

    protected GameObject antiPlayer;

    protected override void Awake()
    {
        base.Awake();
        antiPlayer = GameObject.FindGameObjectWithTag("AntiPlayer");
        opponentTag = antiPlayer.tag;
        RoundController.instance.placedEnemies.Add(this);
    }

    protected override void Update()
    {
        base.Update();
        if (alive && roundRunning)
        {
            // Always face the AntiPlayer
            var scale = transform.localScale;
            scale.x = transform.position.x < antiPlayer.transform.position.x ? -initalScale.x : initalScale.x;
            if (!spriteIsFacingLeft)
            {
                scale.x = -scale.x;
            }
            transform.localScale = scale;
        }
    }

    protected override bool CanAttack()
    {
        return GetDistanceToAntiPlayer() < playerDistanceToAttack;
    }

    protected override void Attack()
    {
        animator.SetTrigger("Attack");
    }

    public override void OnRoundStart()
    {
        base.OnRoundStart();
        animator.ResetTrigger("Attack");
    }

    public override void OnRoundEnd(bool won)
    {
        // Destroy all dead Enemies after a successful round. Otherwise, if either
        // the round was lost of the Enemy was still alive at the end of the round,
        // it will be resurrected.
        if (won && !alive)
        {
            Destroy(gameObject);
            return;
        }
        base.OnRoundEnd(won);
    }

    protected float GetDistanceToAntiPlayer()
    {
        return Vector3.Distance(transform.position, antiPlayer.transform.position);
    }

    protected override void OnDestroy()
    {
        base.OnDestroy();
        RoundController.instance.placedEnemies.Remove(this);
    }

}