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

public class ArrowWall : MonoBehaviour
{
    // delay between trap triggering and firing
    [SerializeField] private float _delay = 1.0f;
    [SerializeField] private TrapSettings _settings;
    
    [SerializeField] private ParticleSystem _particles;
    [SerializeField] private Killbox _killbox;

    private float? _triggered = null;

    public void Trigger()
    {
        // TODO: pressure plate 'click' sound

        // set triggered time
        _triggered = Time.time;
    }

    private void Update()
    {
        if (!_triggered.HasValue) return;

        var elapsed = Time.time - _triggered.Value;   

        // TODO: implications for time freeze
        if (elapsed > _delay)
        {
            // TODO: arrow whoosh noises
            
            _particles.Play();
            
            // kill player
            _killbox.KillPlayer();

            Reset();
        }
    }

    private void LateUpdate()
    {
        if (!_triggered.HasValue) return;

        if (_settings.SafeTime > _settings.ArrowWall.SafeResetTime)
        {
            Reset();
        }
    }

    public void Reset()
    {
        _triggered = null;
    }
}