using UnityEngine;
using System.Collections;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;


public class StartOptions : MonoBehaviour {



	public int sceneToStart = 3;										//Index number in build settings of scene to load if changeScenes is true
	public bool changeScenes;											//If true, load a new scene when Start is pressed, if false, fade out UI and continue in single scene
	public bool changeMusicOnStart;										//Choose whether to continue playing menu music or start a new music clip


	[HideInInspector] public bool inMainMenu = true;					//If true, pause button disabled in main menu (Cancel in input manager, default escape key)
	[HideInInspector] public Animator animColorFade; 					//Reference to animator which will fade to and from black when starting game.
	[HideInInspector] public Animator animMenuAlpha;					//Reference to animator that will fade out alpha of MenuPanel canvas group
	 public AnimationClip fadeColorAnimationClip;		//Animation clip fading to color (black default) when changing scenes
	[HideInInspector] public AnimationClip fadeAlphaAnimationClip;		//Animation clip fading out UI elements alpha


	private PlayMusic playMusic;										//Reference to PlayMusic script
	private float fastFadeIn = .01f;									//Very short fade time (10 milliseconds) to start playing music immediately without a click/glitch
	private ShowPanels showPanels;										//Reference to ShowPanels script on UI GameObject, to show and hide panels

	
	void Awake()
	{
		//Get a reference to ShowPanels attached to UI object
		showPanels = GetComponent<ShowPanels> ();

		//Get a reference to PlayMusic attached to UI object
		playMusic = GetComponent<PlayMusic> ();
	}


	public void StartButtonClicked()
	{
		//If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. 
		//To change fade time, change length of animation "FadeToColor"
		if (changeMusicOnStart) 
		{
			playMusic.FadeDown(fadeColorAnimationClip.length);
		}

		//If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage
		if (changeScenes) 
		{
			//Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip
			Invoke ("LoadDelayed", fadeColorAnimationClip.length * .5f);

			//Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state.
			animColorFade.SetTrigger ("fade");
		} 

		//If changeScenes is false, call StartGameInScene
		else 
		{
			//Call the StartGameInScene function to start game without loading a new scene.
			StartGameInScene();
		}

	}

	public void CreditsButtonClicked()
	{
		//Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip
		Invoke ("LoadCreditsDelayed", fadeColorAnimationClip.length * .5f);

		//Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state.
		animColorFade.SetTrigger ("fade");
		
	}

	public void LoadCreditsDelayed()
	{
		int creditsScene = 2;
		//Pause button now works if escape is pressed since we are no longer in Main menu.
		inMainMenu = false;

		//Hide the main menu UI element
		showPanels.HideMenu ();

		//Load the selected scene, by scene index number in build settings
		SceneManager.LoadScene (creditsScene);
	}

    void OnEnable()
    {
        SceneManager.sceneLoaded += SceneWasLoaded;
    }

    void OnDisable()
    {
        SceneManager.sceneLoaded -= SceneWasLoaded;
    }

    //Once the level has loaded, check if we want to call PlayLevelMusic
    void SceneWasLoaded(Scene scene, LoadSceneMode mode)
    {
		//if changeMusicOnStart is true, call the PlayLevelMusic function of playMusic
		if (changeMusicOnStart)
		{
			playMusic.PlayLevelMusic ();
		}	
	}


	public void LoadDelayed()
	{
		//Pause button now works if escape is pressed since we are no longer in Main menu.
		inMainMenu = false;

		//Hide the main menu UI element
		showPanels.HideMenu ();

		//Load the selected scene, by scene index number in build settings
		Debug.Log("SceneToStart in Load Scene:" + sceneToStart);
		SceneManager.LoadScene (3);
	}

	public void HideDelayed()
	{
		//Hide the main menu UI element after fading out menu for start game in scene
		showPanels.HideMenu();
	}

	public void StartGameInScene()
	{
		//Pause button now works if escape is pressed since we are no longer in Main menu.
		inMainMenu = false;

		//If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. 
		//To change fade time, change length of animation "FadeToColor"
		if (changeMusicOnStart) 
		{
			//Wait until game has started, then play new music
			Invoke ("PlayNewMusic", fadeAlphaAnimationClip.length);
		}
		//Set trigger for animator to start animation fading out Menu UI
		animMenuAlpha.SetTrigger ("fade");
		Invoke("HideDelayed", fadeAlphaAnimationClip.length);
		Debug.Log ("Game started in same scene! Put your game starting stuff here.");
	}


	public void PlayNewMusic()
	{
		//Fade up music nearly instantly without a click 
		playMusic.FadeUp (fastFadeIn);
		//Play music clip assigned to mainMusic in PlayMusic script
		playMusic.PlaySelectedMusic (1);
	}
}
