using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;

[Serializable]
public class MissionData : IModelMapper<Mission>
{
    [SerializeField]
    public string MissionName;

    [SerializeField]
    public string SpeakerName;

    [SerializeField]
    public MissionStatusEnum Status = MissionStatusEnum.None;

    [SerializeField]
    public int CurrentStep = 0;

    [SerializeField]
    public List<MissionStepData> MissionStepsDataList = new List<MissionStepData>();

    /// <summary>
    /// build Data model based on Object
    /// </summary>
    /// <param name="dialogue"></param>
    public MissionData(Mission mission)
    {
        MissionName = mission.MissionName;
        SpeakerName = mission.SpeakerName;

        Status = mission.Status;
        CurrentStep = mission.CurrentStep;

        MissionStepsDataList.Clear();

        foreach (MissionStepModel missionStepModelData in mission.MissionStepsList)
        {
            /* 
             * pass WasDisplayed value from model to data representative class
             */
            MissionStepsDataList.Add(new MissionStepData(missionStepModelData));
        }
    }

    #region NotImplemented
    /*
     * we dont want to map it here, we will mark fields in NpcDialogfeManager after each loading and fetching dialogue
     */
    public Mission MapDataToObject(string prefarbAssetName)
    {
        throw new NotImplementedException();
    }

    public Mission MapDataToObject()
    {
        throw new NotImplementedException();
    }
    #endregion
}