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

public class ShinyThings : MonoBehaviour
{

    public WorldCursor Cursor;
    //Attributes for Highlighting of Facts when Mouse-Over
    private string selectableTag = "Selectable";
    private Transform lastFactSelection;

    //Attributes for simulating the drawing of a line
    public LineRenderer lineRenderer;
    private List<Vector3> linePositions = new List<Vector3>();
    private bool lineRendererActivated;
    //Visual helpers

    // Start is called before the first frame update
    void Start()
    {
        if(Cursor == null)Cursor = GetComponent<WorldCursor>();
    }

    // Update is called once per frame
    void Update()
    {
        //SELECTION-HIGHLIGHTING-PART
        //Check if a Fact was Hit

        RaycastHit Hit = Cursor.Hit;  

        Transform selection = Hit.transform;

        //Set the last Fact unselected
        if (this.lastFactSelection != null)
        {
            //Invoke the EndHighlightEvent that will be handled in FactSpawner
            CommunicationEvents.EndHighlightEvent.Invoke(this.lastFactSelection);
            this.lastFactSelection = null;
        }

        //Set the Fact that was Hit as selected
        if (selection.CompareTag(selectableTag))
        {
            //Invoke the HighlightEvent that will be handled in FactSpawner
            this.lastFactSelection = selection;
            CommunicationEvents.HighlightEvent.Invoke(selection);
        }
        //SELECTION-HIGHLIGHTING-PART-END
    }

    public void OnMouseOverFactEnd(Transform selection)
    {
        Renderer selectionRenderer;

        if (selection != null)
        {
            selectionRenderer = selection.GetComponent<Renderer>();
            if (selectionRenderer != null)
            {
                //Set the Material of the fact back to default
                selectionRenderer.material = defaultMaterial;
            }
        }
    }

    public void OnMouseOverFact(Transform selection)
    {
        Renderer selectionRenderer;

        selectionRenderer = selection.GetComponent<Renderer>();
        if (selectionRenderer != null)
        {
            //Set the Material of the Fact, where the mouse is over, to a special one
            selectionRenderer.material = highlightMaterial;
        }
    }


    void DeactivateLineRenderer()
    {
        //Reset the first points
        this.lineRenderer.SetPosition(0, Vector3.zero);
        this.lineRenderer.SetPosition(1, Vector3.zero);
        if (linePositions.Count > 0)
            this.linePositions.Clear();
        this.lineRendererActivated = false;
    }
    //Updates the second-point of the Line when First Point was selected in LineMode
    void UpdateLineRenderer(Vector3 currentPosition)
    {
        if (this.ActiveToolMode == ToolMode.CreateLineMode)
        {
            if (this.lineRendererActivated)
            {
                this.linePositions[1] = currentPosition;
                this.lineRenderer.SetPosition(1, this.linePositions[1]);
            }
        }
    }

}