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

public class EnemyMeleeIdle : StateMachineBehaviour {

	Vector2 origin;
	float patrolRange;
	float patrolSpeed;
	float noticeRange;
	Vector3 leftsideAngle = new Vector3(0, 0, 0);
	Vector3 rightsideAngle = new Vector3(0, 180, 0);
    Transform animatorRoot;


    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
		origin = animator.transform.position;
        patrolRange = animator.GetComponent<Enemy>().patrolRange;
        noticeRange = animator.GetComponent<Enemy>().noticeRange;
        patrolSpeed = animator.GetComponent<Enemy>().patrolSpeed;
        animatorRoot = animator.transform.parent;
    }

	// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
	override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
		if (animator.GetComponent<Enemy>().playerDistance < noticeRange)
		{
			animator.SetTrigger("TrackTrigger");
			return;
		}
		Vector2 currPosition = animatorRoot.position;
		Vector2 movingDistance = -1 * animatorRoot.right * patrolSpeed * Time.deltaTime; // go left first
        animatorRoot.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
		if(Mathf.Abs(animatorRoot.position.x - origin.x) > patrolRange)
		{
            animatorRoot.eulerAngles = (origin.x < animatorRoot.position.x) ? leftsideAngle : rightsideAngle;
		}
	}

	// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
	//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
	//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}

	// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
	//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
	//
	//}
}
