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

public class SpaceShipControl : MonoBehaviour
{
    [Header("Player Movement")]
    [SerializeField] float moveSpeed = 10f;
    [SerializeField] float padding = 1f;
    [SerializeField] int health = 200;
    [SerializeField] AudioClip blastSFX;
    [SerializeField] [Range(0, 1)] float blastSoundVolume = 0.75f;
    [SerializeField] AudioClip shootSound;
    [SerializeField] [Range(0, 1)] float shootSoundVolume = 0.25f;




    [Header("Projectile")]
    [SerializeField] GameObject laserPrefab;
    [SerializeField] float projectileSpeed = 10f;
    [SerializeField] float projectileFiringPeriod = 0.1f;
    
    Coroutine firingCoroutine;

    float xMin;
    float xMax;
    float yMin;
    float yMax;

    
    void Start()
    {
        SetUpMoveBoundries();
    }
    
    void Update()
    {
        Move();

        Fire();
    }

    private void OnTriggerEnter2D(Collider2D other)
    {
        DamageDealer damageDealer = other.gameObject.GetComponent<DamageDealer>();
        
       if (!damageDealer) { return; }

        ProcessHit(damageDealer);
    }

    private void ProcessHit(DamageDealer damageDealer)
    {
        health -= damageDealer.GetDamage();

        damageDealer.Hit();

        if (health <= 0)
        {
            Blasted();
            SceneManager.LoadScene(0);

        }
    }

    private void Blasted()
    {

        Destroy(gameObject);
        AudioSource.PlayClipAtPoint(blastSFX, Camera.main.transform.position, blastSoundVolume);
    }

    public int GetHealth()
    {
        return health;
    }

    private void Fire()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            firingCoroutine = StartCoroutine(FireContinuously());
        }

        if (Input.GetButtonUp("Fire1"))
        {
            StopCoroutine(firingCoroutine);
        }
    }

    IEnumerator FireContinuously()
    {
            while(true)
            {
            GameObject laser = Instantiate(laserPrefab, transform.position, Quaternion.identity) as GameObject;

            laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, projectileSpeed);

            AudioSource.PlayClipAtPoint(shootSound, Camera.main.transform.position, shootSoundVolume);

            yield return new WaitForSeconds(projectileFiringPeriod);
            }
    }

    private void Move()
    {
        var deltaX = Input.GetAxis("Horizontal") * Time.deltaTime * moveSpeed;
        var deltaY = Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed;

        var newXPos = Mathf.Clamp(transform.position.x + deltaX, xMin, xMax);
        var newYPos = Mathf.Clamp(transform.position.y + deltaY, yMin, yMax);

        transform.position = new Vector2(newXPos, newYPos);


    }

    private void SetUpMoveBoundries()
    {
        Camera gameCamera = Camera.main;
        xMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).x + padding;
        xMax = gameCamera.ViewportToWorldPoint(new Vector3(1, 0, 0)).x - padding;

        yMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).y + padding;
        yMax = gameCamera.ViewportToWorldPoint(new Vector3(0, 1, 0)).y - padding;

    }
}
