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

public class PlayerController : MonoBehaviour
{
    public static PlayerController instance;

    public float moveSpeed;
    public float jumpForce;
    public float gravityScale = 5f;

    private Vector3 moveDirection;

    public CharacterController charController;


    private Camera theCam;

    public GameObject playerModel;
    public float rotateSpeed;

    public Animator anim;

    public bool isKnocking;
    public float knockBackLength = 0.5f;
    private float knockbackCounter;
    public Vector2 knockBackPower;

    public GameObject[] playerPieces;

    private void Awake()
    {
        instance = this;
    }


    // Start is called before the first frame update
    void Start()
    {
        theCam = Camera.main;
    }

    // Update is called once per frame
    void Update()
    {
        if(!isKnocking)
        {
                    float yStore = moveDirection.y;


        //moveDirection = new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));

        moveDirection = (transform.forward * Input.GetAxisRaw("Vertical")) + (transform.right * Input.GetAxisRaw("Horizontal"));

        moveDirection.Normalize();

        moveDirection = moveDirection * moveSpeed;

        moveDirection.y = yStore;

        if(charController.isGrounded)
        {

            if(Input.GetButtonDown("Jump"))
            {
            moveDirection.y = jumpForce;
            }
        }



        moveDirection.y += Physics.gravity.y * Time.deltaTime * gravityScale;

        //transform.position = transform.position + (moveDirection * Time.deltaTime * moveSpeed);

        charController.Move(moveDirection * Time.deltaTime);

        if(Input.GetAxisRaw("Horizontal") !=0 || Input.GetAxisRaw("Vertical") !=0)
        {
            transform.rotation = Quaternion.Euler(0f, theCam.transform.rotation.eulerAngles.y, 0f);
            Quaternion newRotation = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
            //playerModel.transform.rotation = newRotation;
            playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, newRotation, rotateSpeed * Time.deltaTime);


        }
        }

        if(isKnocking)
        {
            knockbackCounter -= Time.deltaTime;

            float yStore = moveDirection.y;

        moveDirection = playerModel.transform.forward * -knockBackPower.x;

        moveDirection.y = yStore;

        moveDirection.y += Physics.gravity.y * Time.deltaTime * gravityScale;

        charController.Move(moveDirection * Time.deltaTime);

            if(knockbackCounter <= 0)
            {
                isKnocking = false;
            }
        }

        anim.SetFloat("Speed", Mathf.Abs(moveDirection.x) + Mathf.Abs(moveDirection.z));

        anim.SetBool("Grounded", charController.isGrounded);



        


    }

    public void Knockback()
    {
        isKnocking = true;
        knockbackCounter = knockBackLength;
        moveDirection.y = knockBackPower.y;
        charController.Move(moveDirection * Time.deltaTime);

    }
}
