#include "FallingTile.h"
#include "MovingPlatformComponent.h"
#include "GameMessages.h"


void FallingTile::OnStartup(Entity* self) 
{
    auto* movingPlatfromComponent = self->GetComponent<MovingPlatformComponent>();

    if (movingPlatfromComponent == nullptr)
    {
        return;
    }

    movingPlatfromComponent->SetSerialized(true);
}

void FallingTile::OnCollisionPhantom(Entity* self, Entity* target) 
{
    if (self->GetVar<bool>(u"AboutToFall"))
    {
        return;
    }

    self->AddTimer("flipTime", 0.75f);

    self->SetVar<bool>(u"AboutToFall", true);

    self->SetNetworkVar<float>(u"startEffect", 2);
}

void FallingTile::OnWaypointReached(Entity* self, uint32_t waypointIndex) 
{
    if (waypointIndex == 1)
    {
    }
    else if (waypointIndex == 0)
    {
    }
}

void FallingTile::OnTimerDone(Entity* self, std::string timerName) 
{
    auto* movingPlatfromComponent = self->GetComponent<MovingPlatformComponent>();

    if (movingPlatfromComponent == nullptr)
    {
        return;
    }

    if (timerName == "flipTime")
    {
        self->AddTimer("flipBack", 2.0f);

        self->SetNetworkVar<float>(u"stopEffect", 3);

        movingPlatfromComponent->GotoWaypoint(1);

        GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"down", "down");
    }
    else if (timerName == "flipBack")
    {
        self->SetVar<bool>(u"AboutToFall", false);

        movingPlatfromComponent->GotoWaypoint(0);
        
        GameMessages::SendPlayFXEffect(self->GetObjectID(), -1, u"up", "up");
    }   
}