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

public class TouchingDirections : MonoBehaviour
{
    public ContactFilter2D castFilter;
    public float groundDistance = 0.05f;
    public float wallDistance = 0.2f;
    public float ceilingDistance = 0.05f;

    private Vector2 wallCheckDirection => gameObject.transform.localScale.x > 0 ? Vector2.right : Vector2.left;

    Rigidbody2D rb;
    public GameObject rotorGO;

    BoxCollider2D touchingCol;
    Animator animator;
    Animator animator_rotor;

    RaycastHit2D[] groundHits = new RaycastHit2D[5];
    RaycastHit2D[] wallHits = new RaycastHit2D[5];
    RaycastHit2D[] ceilingHits = new RaycastHit2D[5];

    [SerializeField]
    private bool _isGrounded;

    public bool IsGrounded
    {
        get { return _isGrounded; }
        set
        {
            _isGrounded = value;
            animator.SetBool(AnimationStrings.Player.isGrounded, value);
            animator_rotor.SetBool(AnimationStrings.Player.isGrounded, value);
        }
    }

    [SerializeField]
    private bool _isAtWall;

    public bool IsAtWall
    {
        get { return _isAtWall; }
        set
        {
            _isAtWall = value;
            animator.SetBool(AnimationStrings.Player.isAtWall, value);
            animator_rotor.SetBool(AnimationStrings.Player.isAtWall, value);
        }
    }

    [SerializeField]
    private bool _isAtCeiling;

    public bool IsAtCeiling
    {
        get { return _isAtCeiling; }
        set
        {
            _isAtCeiling = value;
            animator.SetBool(AnimationStrings.Player.isAtCeiling, value);
            animator_rotor.SetBool(AnimationStrings.Player.isAtCeiling, value);
        }
    }



    void Awake()
    {
        rb = GetComponent<Rigidbody2D>();
        touchingCol = rb.GetComponent<BoxCollider2D>();
        animator = rb.GetComponent<Animator>();
        animator_rotor = rotorGO.GetComponent<Animator>();
    }
    // Start is called before the first frame update
    void Start()
    {

    }

    void FixedUpdate()
    {
        IsGrounded = touchingCol.Cast(Vector2.down, castFilter, groundHits, groundDistance) > 0;
        IsAtWall = touchingCol.Cast(wallCheckDirection, castFilter, wallHits, wallDistance) > 0;
        IsAtCeiling = touchingCol.Cast(Vector2.up, castFilter, ceilingHits, ceilingDistance) > 0;
    }
}