using Assets.Scripts.Enums;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayOneShotBehaviour : StateMachineBehaviour
{
    public SoundName audioClipName;
    public bool playOnEnter = true, playOnExit = false, playAfterDelay = false;

    // Delayed sound timer
    public float playDelay = 0.25f;
    private float timeSinceEntered = 0f;
    private bool hasDelayedSoundPlayed = false;

    //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)
    {
        if (playOnEnter)
        {
            SoundManager.instance.PlaySoundAtPoint(animator.gameObject, audioClipName);
        }
    }

    //OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        if (playAfterDelay && !hasDelayedSoundPlayed)
        {
            timeSinceEntered += Time.deltaTime;

            if (timeSinceEntered > playDelay)
            {
                SoundManager.instance.PlaySoundAtPoint(animator.gameObject, audioClipName);
                hasDelayedSoundPlayed = true;
            }
        }

    }

    //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)
    {
        if (playOnExit)
        {
            SoundManager.instance.PlaySoundAtPoint(animator.gameObject, audioClipName);
        }

    }
}