using CommonAI.ZoneClient;
using Sirenix.Utilities;
using UnityEngine;

namespace ET.Client
{
    [Event(SceneType.Current)]
    public class OnNewZoneObjectHandler : AEvent<EventType.OnNewZoneObject>
    {
        protected override async ETTask Run(Scene scene, EventType.OnNewZoneObject args)
        {
            var obj = UnitMgr.Instance.GetUnit(args.ObjectId);
            if(obj is BattleUnit)
            {
                await CreatUnitModel(obj as BattleUnit);
            }
            else if(obj is BattleSpell)
            {
                //TODO: 性能有问题时,可以减少法术展示
                await CreateSpellModel(obj as BattleSpell);
            }
            else
            {
                Log.Error("unknow new object");
            }
        }

        private static CommonLang.Geometry.Vector3 vecTemp = new();
        private async ETTask CreatUnitModel(BattleUnit unit)
        {
            var zu = unit.ZUnit;
            var go = await GameObjectPool.Instance.Acquire($"Unit_{zu.Info.FileName}");
            go.SetActive(true);
            if (!UnitMgr.Instance.HasUnit(zu.ObjectID))
            {
                //还没显示就已挂掉的单位,走好
                Log.Debug($"ignore dead unit: {zu}@{zu.ObjectID}");
                return;
            }
            ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(unit.Id, go, true);

            go.transform.parent = GlobalViewComponent.Instance.Unit;
            vecTemp.Set(zu.X, zu.Y, zu.Z);
            go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
            go.transform.rotation = RenderUtils.UnityRotationFromBattle(zu.Direction);

            if (unit is BattleActor)
            {
                CameraMgr.FollowMe(go.transform.position);
            }
            Log.Debug($"unitRender({zu.ObjectID}),pos({zu.X},{zu.Y},{zu.Z}) ok.");

            //TODO: 同步ZoneUnit status
        }

        private async ETTask CreateSpellModel(BattleSpell spell)
        {
            var zs = spell.ZoneObject as ZoneSpell;
            var res = zs.Info.FileName;
            if(res.IsNullOrWhitespace())
            {
                Log.Debug($"spell({zs.Info.ID}) not config fileName");
                return;
            }

            if (!UnitMgr.Instance.HasUnit(zs.ObjectID) || (zs.Sender != null && !UnitMgr.Instance.HasUnit(zs.Sender.ObjectID)))
            {
                //还没显示就已挂掉的单位,走好
                Log.Debug($"ignore dead unit's spell: {zs.ObjectID}@{zs.Sender.ObjectID}");
                return;
            }

            GameObject go = await GameObjectPool.Instance.Acquire($"Effect_{res}");
            go.SetActive(true);
            go.transform.localScale = Vector3.one * zs.Info.FileBodyScale;
            vecTemp.Set(zs.X, zs.Y, zs.Z);
            go.transform.position = RenderUtils.UnityPosFromBattle(vecTemp);
            go.transform.rotation = RenderUtils.UnityRotationFromBattle(zs.Direction);
            ModelViewComponent.Instance.AddChildWithId<UnitRenderComponet, GameObject>(zs.ObjectID, go, true);
        }
    }
}