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

public abstract class Enemy : Fighter
{

    [SerializeField, Tooltip("How close the AntiPlayer has to be in order for this Enemy to start attacking")]
    protected float playerDistanceToAttack = 1.25f;

    [SerializeField] public Opponent opponentType;

    protected GameObject antiPlayer;

    protected override void Awake()
    {
        base.Awake();
        antiPlayer = GameObject.FindGameObjectWithTag("AntiPlayer");
        opponentTag = antiPlayer.tag;
    }

    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;
            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()
    {
        // Only run this when a round was actually running; OnRoundEnd is also called in the initialization phase.
        if (roundRunning && !alive)
        {
            Destroy(gameObject);
            return;
        }
        base.OnRoundEnd();
    }

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

}