using DG.Tweening;
using Fusion;
using UnityEngine;

namespace Projectiles.UI
{
	/// <summary>
	/// Shows all gameplay related information.
	/// </summary>
	public class UIGameplayView : UIBehaviour
	{
		// PRIVATE MEMBERS

		[SerializeField]
		private GameObject _observedAgentRoot;
		[SerializeField]
		private CanvasGroup _aliveGroup;
		[SerializeField]
		private float _aliveGroupFadeIn = 0.2f;
		[SerializeField]
		private float _aliveGroupFadeOut = 0.5f;

		private UICrosshair _crosshair;
		private UIHitNumbers _hitNumbers;
		private UIHealth _health;
		private UIWeapons _weapons;
		private UIScreenEffects _screenEffects;

		private SceneContext _context;
		private PlayerAgent _observedAgent;
		private NetworkBehaviourId _observedAgentId;

		private bool _aliveGroupVisible;

		// MONOBEHAVIOUR

		protected void Awake()
		{
			ClearObservedAgent(true);

			_context = GameUI.Context;

			_crosshair = GetComponentInChildren<UICrosshair>(true);
			_hitNumbers = GetComponentInChildren<UIHitNumbers>(true);
			_health = GetComponentInChildren<UIHealth>(true);
			_weapons = GetComponentInChildren<UIWeapons>(true);
			_screenEffects = GetComponentInChildren<UIScreenEffects>(true);

			_aliveGroup.alpha = 0f;
		}

		protected void Update()
		{
			if (_context.Runner == null || _context.Runner.IsRunning == false)
				return;

			SetObservedAgent(_context.LocalAgent);

			if (_observedAgent == null)
				return;

			_health.UpdateHealth(_observedAgent.Health);
			_weapons.UpdateWeapons(_observedAgent.Weapons);
			_screenEffects.UpdateEffects(_observedAgent);

			ShowAliveGroup(_observedAgent.Health.IsAlive);
		}

		// PRIVATE METHODS

		private void ClearObservedAgent(bool hideElements)
		{
			if (_observedAgent != null)
			{
				_observedAgent.Health.HitPerformed -= OnHitPerformed;
				_observedAgent.Health.HitTaken -= OnHitTaken;

				_observedAgent = null;
				_observedAgentId = default;
			}

			if (hideElements == true)
			{
				_observedAgentRoot.SetActive(false);
			}
		}

		private void SetObservedAgent(PlayerAgent agent, bool force = false)
		{
			if (agent == _observedAgent && agent.Id == _observedAgentId && force == false)
				return;

			ClearObservedAgent(false);

			// Same object can be reused from cache so storing NB Id is needed to detect
			// that object was despawned and immediately spawned again
			_observedAgentId = agent.Id;
			_observedAgent = agent;

			if (agent != null)
			{
				agent.Health.HitPerformed += OnHitPerformed;
				agent.Health.HitTaken += OnHitTaken;
			}

			_observedAgentRoot.SetActive(true);
		}

		private void OnHitPerformed(HitData hitData)
		{
			_crosshair.HitPerformed(hitData);
			_hitNumbers.HitPerformed(hitData);
		}

		private void OnHitTaken(HitData hitData)
		{
			_screenEffects.OnHitTaken(hitData);
		}

		private void ShowAliveGroup(bool value, bool force = false)
		{
			if (value == _aliveGroupVisible && force == false)
				return;

			_aliveGroupVisible = value;

			DOTween.Kill(_aliveGroup);

			if (value == true)
			{
				_aliveGroup.DOFade(1f, _aliveGroupFadeIn);
			}
			else
			{
				_aliveGroup.DOFade(0f, _aliveGroupFadeOut);
			}
		}
	}
}