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

public class PickableController : MonoBehaviour
{
    public EquippableItem item;
    public string name;
    //public string name2;  //TODO Clear here
    public bool triggered;
    public int isPicked;

    public int HandleIndexInScelenObjectList;

    public void Start()
    {
        // if object after beeing created by Instaniate() gets "Clone)" postfix, EquippableItem.name gets this
        item.Name = gameObject.name;
        
        // if (PlayerPrefs.GetInt("continued") == 1)
        // {
        //     isPicked = PlayerPrefs.GetInt(name2);
        // }
        // else
        // {
        //     isPicked = PlayerPrefs.GetInt(name);
        // }
        if(isPicked == 1)
        {
            //gameObject.SetActive(false);
            Destroy(gameObject);
        }
    }

    void Update()
    {
        if(triggered)
        {
            if (Input.GetKeyDown(KeyCode.E))
            {
                if(InventoryManager.Instance.AddToInventory(this.item) >= 0)
                {
                    isPicked = 1;
                    //PlayerPrefs.SetInt(name, isPicked);
                    //gameObject.SetActive(false);

                    SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove 

                    Destroy(gameObject);
                }else
                {
                    Debug.LogError("Can't pick item - Your inventory is full");
                }

            }
        }
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player")
        {
            triggered = true;
        }
    }

    private void OnTriggerExit2D(Collider2D collision)
    {
        triggered = false;
    }

    // public void SaveCheckpoint()
    // {
    //     PlayerPrefs.SetInt(name2, isPicked);
    // }

}