using UnityEngine;


public class CharacterMovement: MonoBehaviour {

    [SerializeField]
    private float speed = 10f;

    private bool facingRight = true; // For determining which way the player is currently facing.
    private float jumpForce = 600f;

    //[Range(0, 1)] [SerializeField] private float crouchSpeed = .36f;
    // Amount of maxSpeed applied to crouching movement. 1 = 100%

    [SerializeField]
    private bool airControl = false; // Whether or not a player can steer while jumping;
    [SerializeField]
    private LayerMask whatIsGround; // A mask determining what is ground to the character

    private Transform groundCheck; // A position marking where to check if the player is grounded.
    private float groundedRadius = .8f; // Radius of the overlap circle to determine if grounded
    [SerializeField]
    private bool grounded = false; // Whether or not the player is grounded.
    private Transform ceilingCheck; // A position marking where to check for ceilings
    private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
    private Animator anim; // Reference to the player's animator component.


    Transform playerGraphics; // Reference to the graphcs so we can change direction


    private void Awake() {
        //if (PlayerStats.instance.jumpForce < 400f)
        //   PlayerStats.instance.jumpForce = 400f;
        // Setting up references.
        groundCheck = transform.Find("GroundCheck");
        ceilingCheck = transform.Find("CeilingCheck");
        anim = GetComponent<Animator>();
        playerGraphics = transform.FindChild("Graphics");
        if(playerGraphics == null)
            Debug.LogError("there's no graphics objects as a child of the player!");
    }


    private void FixedUpdate() {
        // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
        grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround);
        anim.SetBool("Ground", grounded);

        // Set the vertical animation
        anim.SetFloat("vSpeed", GetComponent<Rigidbody2D>().velocity.y);



        //  Debug.Log("Jump: " + jumpForce);
    }


    public void Move(float move, bool crouch, bool jump) {

        /*
        // If crouching, check to see if the character can stand up
        if (!crouch && anim.GetBool("Crouch"))
        {
            // If the character has a ceiling preventing them from standing up, keep them crouching
            if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround))
                crouch = true;
        }*/

        // Set whether or not the character is crouching in the animator
        // anim.SetBool("Crouch", crouch);

        //only control the player if grounded or airControl is turned on
        if(grounded || airControl) {
            // Reduce the speed if crouching by the crouchSpeed multiplier
            //move = move; //(crouch ? move*crouchSpeed : move);

            // The Speed animator parameter is set to the absolute value of the horizontal input.
            anim.SetFloat("Speed", Mathf.Abs(move));

            // Move the character
            GetComponent<Rigidbody2D>().velocity = new Vector2(move * speed, GetComponent<Rigidbody2D>().velocity.y);

            // If the input is moving the player right and the player is facing left...
            if(move > 0 && !facingRight)
                // ... flip the player.
                Flip();
            // Otherwise if the input is moving the player left and the player is facing right...
            else if(move < 0 && facingRight)
                // ... flip the player.
                Flip();
        }

        // If the player should jump...
        if(grounded && jump && anim.GetBool("Ground")) {
            // Add a vertical force to the player.
           // Debug.Log("Jumpped");

            grounded = false;
            anim.SetBool("Ground", false);
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
        }
    }


    private void Flip() {
        // Switch the way the player is labelled as facing.
        facingRight = !facingRight;

        // Multiply the player's x local scale by -1.
        Vector3 theScale = playerGraphics.localScale;
        theScale.x *= -1;
        playerGraphics.localScale = theScale;
    }
}

