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

public class SpaceShipContronal : MonoBehaviour
{
    [SerializeField] float moveSpeed = 10f;
    [SerializeField] float padding = 1f;
    [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 Fire()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            firingCoroutine = StartCoroutine(FireContinuosly());
        }

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

    IEnumerator FireContinuosly()
    {

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

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

            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;
    }

}
