// Fill out your copyright notice in the Description page of Project Settings.


#include "HoldToInitCombat.h"
#include "TurnBaseCombatV2.h"
#include "Blueprint/UserWidget.h"


// Sets default values for this component's properties
UHoldToInitCombat::UHoldToInitCombat()
{
	PrimaryComponentTick.bCanEverTick = true;
	if (InitCombatWidgetClass == nullptr)
	{
		static ConstructorHelpers::FClassFinder<UUserWidget> HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/CombatInit"));
		InitCombatWidgetClass = HUDWidgetClass.Class;
	}
}


// Called when the game starts
void UHoldToInitCombat::BeginPlay()
{
	Super::BeginPlay();
	InitCombatWidget = CreateWidget<UUserWidget>(GetWorld(), InitCombatWidgetClass);

	UInputComponent* playerInputComponent = GetWorld()->GetFirstPlayerController()->InputComponent;
	//Bind Right Mouse Button to the function OnRightClickDown
	playerInputComponent->BindAction("RightClick", IE_Pressed, this, &UHoldToInitCombat::OnRightClickDown);
	//Bind Right Mouse Button to the function OnRightClickUp
	playerInputComponent->BindAction("RightClick", IE_Released, this, &UHoldToInitCombat::OnRightClickUp);
}


// Called every frame
void UHoldToInitCombat::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	//If the player is holding down the right mouse button for 3 seconds, then the player will enter combat mode
	if (bRightClickDown && RightClickDownTime < 0.1f)
	{
		RightClickDownTime += DeltaTime;
	}
	else if (bRightClickDown && RightClickDownTime >= 0.1f)
	{
		//Enter Combat Mode
		Cast<ATurnBaseCombatV2>(GetWorld()->GetGameState())->StartCombat(TargetEnemy);
		OnRightClickUp();
	}
}

void UHoldToInitCombat::OnRightClickDown()
{
	if (AActor* RightClickHit = LookingAtEnemy(); RightClickHit != nullptr)
	{
		TargetEnemy = RightClickHit;
		bRightClickDown = true;
		InitCombatWidget->AddToViewport();
	}
}

void UHoldToInitCombat::OnRightClickUp()
{
	bRightClickDown = false;
	RightClickDownTime = 0.0f;
	if (InitCombatWidget->IsInViewport())
	{
		InitCombatWidget->RemoveFromViewport();
	}
}

AActor* UHoldToInitCombat::LookingAtEnemy() const
{
	FVector Start = GetOwner()->GetActorLocation();
	FVector End = GetOwner()->GetActorForwardVector() * 1500.0f + Start;
	FCollisionQueryParams CollisionParams;
	CollisionParams.AddIgnoredActor(GetOwner());
	if (FHitResult HitResult; GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Pawn, CollisionParams))
	{
		DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 5.0f, 0, 10.0f);
		if (HitResult.GetActor()->Tags.Contains("Enemy"))
		{
			return HitResult.GetActor();
		}
	}
	DrawDebugLine(GetWorld(), Start, End, FColor::Red, false, 5.0f, 0, 10.0f);
	return nullptr;
}