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

public class AgentController : MonoBehaviour
{
    [SerializeField] public Camera fpsCam;

    [Header("GetAxis() Simulate")]
    public float moveSpeed = 9.0f;

    public float vX = 0f;
    public float vZ = 0f;
    public Vector3 nowMovement;
    public float acceleration = 0.9f; // 加速度
    public float mouseXSensitivity = 100;
    public float mouseYSensitivity = 200;
    public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度

    private bool lockMouse;
    private float fireRate;
    private bool lockCameraX;
    private bool lockCameraY;

    // environment
    public float lastShootTime = 0.0f;

    public int enemyKillCount = 0;
    public Vector3 killEnemyPosition;
    public bool defaultTPCamera = true;

    [System.NonSerialized] public bool gunReadyToggle = true;
    public string myTag = "";


    private CharacterController playerController;
    private CommonParameterContainer commonPramCon;

    private void Start()
    {
        // initialize scripts
        commonPramCon = CommonParameterContainer.Instance;
        playerController = transform.GetComponent<CharacterController>();

        // initialize Environment parameters
        lockMouse = commonPramCon.lockMouse;
        fireRate = commonPramCon.fireRate;
        lockCameraX = commonPramCon.lockCameraX;
        lockCameraY = commonPramCon.lockCameraY;

        // initialize remainTime
        // this agent's tag
        myTag = gameObject.tag;
    }

    #region Agent Move Control

    public void MoveAgent(int vertical, int horizontal)
    {
        // Vector3 nowMovement;
        if (horizontal != 0)//当按下按键(水平方向)
        {
            if (vX < moveSpeed && vX > -moveSpeed)//当前速度小于最大速度
            {
                vX += (float)horizontal * acceleration;//增加加速度
            }
            else
            {
                //防止在一瞬间切换输入时速度仍保持不变
                if ((vX * horizontal) > 0)//输入与当前速度方向同向
                {
                    vX = (float)horizontal * moveSpeed; //限制最大速度
                }
                else
                {
                    vX += (float)horizontal * acceleration;//增加加速度
                }
            }
        }
        else
        {
            if (Math.Abs(vX) > 0.001)
            {
                vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
            }
            else
            {
                vX = 0;
            }
        }

        if (vertical != 0)//当按下按键(垂直方向)
        {
            if (vZ < moveSpeed && vZ > -moveSpeed)//当前速度小于最大速度
            {
                vZ += (float)vertical * acceleration;//增加加速度
            }
            else
            {
                if ((vZ * vertical) > 0)//输入与当前速度方向同向
                {
                    vZ = (float)vertical * moveSpeed; //限制最大速度
                }
                else
                {
                    vZ += (float)vertical * acceleration;//增加加速度
                }
            }
        }
        else
        {
            if (Math.Abs(vZ) > 0.001)
            {
                vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
            }
            else
            {
                vZ = 0;
            }
        }
        nowMovement = (transform.forward * vZ + transform.right * vX);
        //PlayerController下的.Move为实现物体运动的函数
        //Move()括号内放入一个Vector3类型的量,本例中为Player_Move
        if (nowMovement.magnitude > moveSpeed)
        {
            nowMovement = nowMovement.normalized * moveSpeed;
        }
        playerController.Move(nowMovement * Time.deltaTime);
        // update Key Viewer
    }

    #endregion Agent Move Control

    #region Camera Control

    public void CameraControl(float Mouse_X, float Mouse_Y)
    {
        //Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
        //Debug.Log(Input.GetAxis("Mouse X"));
        //Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
        if (lockCameraX)
        {
            Mouse_X = 0;
        }
        if (lockCameraY)
        {
            Mouse_Y = 0;
        }
        yRotation = yRotation - Mouse_Y;
        //xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
        //当鼠标向上滑动,Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负,屏幕视角向上滑动
        //当鼠标向下滑动,Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正,屏幕视角向下滑动
        //简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同

        //limit UP DOWN between -90 -> 90
        yRotation = Mathf.Clamp(yRotation, -90f, 90f);

        //相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的
        transform.Rotate(Vector3.up * Mouse_X);
        //Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
        //即相机左右旋转时,是以Y轴为中心旋转的,此时Mouse_X控制着值的大小

        //相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
        //所以在控制相机向左向右旋转时,要保证和父物体一起转动
        fpsCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
        //this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
        //transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
        //即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
        //且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
    }

    #endregion Camera Control

    // Got Kill point
    public void KillRecord(Vector3 killEnemyPosition)
    {
        enemyKillCount += 1;
        this.killEnemyPosition = killEnemyPosition;
    }

    public void UpdateLockMouse()
    {
        // lock mouse based on paramContainer lockMouse
        if (lockMouse)
        {
            Cursor.lockState = CursorLockMode.Locked;
        }
    }

    public void UpdateGunState()
    {
        // update gun state
        if ((Time.time - lastShootTime) >= fireRate)
        {
            gunReadyToggle = true;
        }
        else
        {
            gunReadyToggle = false;
        }
    }
}