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

public enum ClearType
{
    NFloor,
    NTurret,
    NCase,
    NPlayer,
    AllFloor,
    AllTurret,
    AllCase,
    White,
    Black
}

[System.Serializable]
public class ClearCondition
{
    public ClearType type;
    public int count;
    public int goal;
    public bool isDone = false;
    public ClearStatusUI assignedClearUI;

    /*public ClearCondition(ClearType _type, int _goal)
    {
        type = _type;
        goal = _goal;
        count = 0;
    }*/

    public void IsDone(int _count = 0, int _goal = 0)
    {
        if (!MapManager.inst.isMapEditingOn)
        {
            count += _count;
            goal += _goal;
            if (goal <= count)
            {
                GameManager.inst.clearCounter--;
                isDone = true;
                Debug.Log(GameManager.inst.clearCounter);
                assignedClearUI.RefreshClearCondition();
                if (GameManager.inst.clearCounter == 0)
                    GameManager.inst.ClearStage();
            }
            else if (goal > count && isDone)
            {
                GameManager.inst.clearCounter++;
                isDone = false;
                assignedClearUI.RefreshClearCondition();
            }
        }
    }
}
