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

public class character : MonoBehaviour
{
    [SerializeField] float runSpeed = 5f;
    [SerializeField] float jumpSpeed = 5f;
    [SerializeField] float climbSpeed = 5f;
    [SerializeField] Vector2 defeatedKick = new Vector2(25f, 25f);


    bool isAlive = true;

    Rigidbody2D myRigidBody;
    Animator myAnimator;
    CapsuleCollider2D myCollider2D;
    BoxCollider2D myFeet;
    float gravityScaleAtStart;

    // Start is called before the first frame update
    void Start()
    {
        myRigidBody = GetComponent<Rigidbody2D>();
        myAnimator = GetComponent<Animator>();
        myCollider2D = GetComponent<CapsuleCollider2D>();
        myFeet = GetComponent<BoxCollider2D>();
        gravityScaleAtStart = myRigidBody.gravityScale;
    }

    // Update is called once per frame
    void Update()
    {
        if (!isAlive) { return; }
        Run();
        FlipSprite();
        Jump();
        ClimbLadder();
        Defeated();
    }

    private void Run()
        {
            float controlThrow = CrossPlatformInputManager.GetAxis("Horizontal");
            Vector2 playerVelocity = new Vector2(controlThrow * runSpeed, myRigidBody.velocity.y);
            myRigidBody.velocity = playerVelocity;
            bool playerHasHorizontalSpeed = Mathf.Abs(myRigidBody.velocity.x) > Mathf.Epsilon;
            myAnimator.SetBool("running", playerHasHorizontalSpeed);
        }

    private void ClimbLadder()
    {
        if(!myCollider2D.IsTouchingLayers(LayerMask.GetMask("climbing")))

        {
            myAnimator.SetBool("climbing", false);
            myRigidBody.gravityScale = gravityScaleAtStart;
            return;
        }

        float controlThrow = CrossPlatformInputManager.GetAxis("Vertical");
        Vector2 climbVelocity = new Vector2(myRigidBody.velocity.x, controlThrow * climbSpeed);
        myRigidBody.velocity = climbVelocity;
        myRigidBody.gravityScale = 0f;
        bool playerHasVerticalSpeed = Mathf.Abs(myRigidBody.velocity.y) > Mathf.Epsilon;
        myAnimator.SetBool("climbing", playerHasVerticalSpeed); 
    }

    private void Jump()
    {
        if (!myCollider2D.IsTouchingLayers(LayerMask.GetMask("Ground")))
        {
            return;
        }
        
        if (CrossPlatformInputManager.GetButtonDown("Jump"))
        {
            Vector2 jumpVelocityToAdd = new Vector2(0f, jumpSpeed);
            myRigidBody.velocity += jumpVelocityToAdd;
        }
    }

    private void Defeated()
    {
        if (myCollider2D.IsTouchingLayers(LayerMask.GetMask("imp" , "hazards")))
        {
            isAlive = false;
            myAnimator.SetTrigger("defeated");
            GetComponent<Rigidbody2D>().velocity = defeatedKick;
            StartCoroutine(ResetLevel());





        }
    }

    private void FlipSprite()
        {
            bool playerHasHorizontalSpeed = Mathf.Abs(myRigidBody.velocity.x) > Mathf.Epsilon;
            if (playerHasHorizontalSpeed)
            {
                transform.localScale = new Vector2 (Mathf.Sign(myRigidBody.velocity.x), 1f);
            }
        }

    IEnumerator ResetLevel()
    {
        yield return new WaitForSeconds(2f);
        SceneManager.LoadScene(0);
    }

}