using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.SceneManagement;
using System.IO;
using System.Linq;

public class SceneTaskManager : MonoBehaviour
{
    private const string DYNAMIC_ELEMENT = "/DynamicElements/";
    private const string STATIC_ELEMENT = "/StaticElements/";

    [SerializeField]
    public List<Task> TaskElements;

    public bool isNewGame = true; 
    public bool isContinued = false;
    public string MapName;
    public string ElementFolderName = "Quest";
    public string ItemsListName = "QuestsList";

    public static SceneTaskManager Instance;

    public void Awake()
    {
        if(Instance == null)
        {
            this.MapName = SceneManager.GetActiveScene().name;

            Instance = this;


        }else if (Instance != this)
        {
            Destroy(gameObject);
        }
    }

    public void Start()
    {
        LoadQuests();  // load user quests
        BuildQuests(TaskElements); // pass them to TaskManager
    }

    ///<summary>
    /// Pass quest to taskManager after load data
    ///</summary>
    public void BuildQuests(List<Task> questList)
    {
        // pass to taskManager singleton
        foreach(Task quest in questList)
            TaskManager.Instance.AddTask(quest);
    }

    public int AddQuest(GameObject dynamicObject)
    {
        Task quest = dynamicObject.GetComponent<TaskBox>().task;
       
        this.TaskElements.Add(quest);

        return this.TaskElements.Count - 1;
    }

    // NIE UŻYWANA !!!
    // TODO - usuwane mają być elementy z listy tasków z Taskmanagera - pozbyć sie tej listy najepiej tu
    // TA LISTA SŁUŻY TYLKO DO ODCZYTU Z PLIKÓW I PRZEKAZANIU WARTOŚCI DO MANAGERA - NIR DO KASOWANIA
    public void RemoveQuest(string _title)
    {
        // 1. Fetch all matched quests - we search by title which shoudl be unique but who know :D
        List<Task> questList = this.TaskElements.Where(quest => quest.title == _title).ToList();

        // 2. Remove them
        this.TaskElements.RemoveAll(quest => quest.title == _title);
    }

    ///<summary>
    /// Use TaskManaager list to save user quests - TaskManager.Instance.taskList
    ///</summary>
    public void SaveQuests()
    {
        // Case I - if we remember all list
        //      1) if after removed item form DynamicList is empty - remove all file
        //      2) if after removed item form DynamciList there are another one - save updated list again
        if(TaskManager.Instance.taskList.Count > 0) {
            SaveQuestSystem.SaveQuestsList(TaskManager.Instance.taskList, this.ItemsListName);
        } else {
            string _path = SaveSystem.GetSavePath() + "/" + this.ItemsListName + ".fun";
            
            try    
            {    
                Debug.Log("File to remove: " + _path);

                if(File.Exists(_path))
                {
                    File.Delete(_path);
                }    
            }    
            catch (IOException ioExp)    
            {    
                Debug.LogError(ioExp.Message);    
            }
        }

        // Case II - if we rememenber object per file 
        //      1) remove specyfic file
        //
        // Unfortunatelly we don't use this way of saving items yet :D
    }

    ///<summary>
    /// Load quests to local list
    /// Pass this to taskManager in outside method
    ///</summary>
    public void LoadQuests()
    {
        string path = SaveSystem.GetSavePath();

        if (!Directory.Exists(path))    // if not exists thats mean there was nothing saved yet - nothing to load
            return;

        FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();

        foreach(FileInfo file in fileInfo)
        {
            if(file.Name != this.ItemsListName + ".fun")
                continue;

            List<Task> taskList = SaveQuestSystem.LoadQuestsList(this.ItemsListName);

            foreach(Task task in taskList)
                TaskElements.Add(task);
        }
    }
}