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

public class ChestContentUIManager : UIWarehouseManager
{
    public static new ChestContentUIManager Instance { get; protected set; }

    public override int SLOTS_NUMBER { get { return 48; } }

    public const string ITEM_LOCALIZATION = "UiPanels/";
    public const string PANEL_NAME = null;

    public void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Debug.Log(Instance);
            Debug.Log("destroiy inventory UI");
            Destroy(gameObject);
        }
    }
    /*    
    public override void UpdateList()
    {
        // TODO something like rebuild associated panel content
        // depending on which class we use it mayu be Inventory / Chest / Shop Panel Controller
        DynamicPanel.GetComponent<InventoryPanelController>(); //.Refresh() -- rebuild content
    }*/

    public void Update()
    {
        // use empty function to override parent Update
        // to prevent using Open Panel and Close Panel!!!
        // this UI manager mustn't open panel - only manage passed chest content and return updated data
    }

    public bool OpenPanel() { return true; }
    public bool ClosePanel() { return true; }
    protected override GameObject GetTemplatePanel() { throw new System.NotImplementedException(); }


    public override void SetupPanel()
    {
        base.SetupPanel();

        // setup models list
        DynamicPanel.GetComponent<ChestPanelController>().SetUp(Elements);
    }

    public override void UpdateList()
    {
        DynamicPanel.GetComponent<ChestPanelController>().BuildPanelContent(Elements);
    }

    #region adust parent function
    public override void Add(IndexValuePair<int, EquippableItem> itemOnSlot)
    {
        base.Add(itemOnSlot);

        UpdateChestContent();
    }

    public override void Add(EquippableItem item)
    {
        base.Add(item);

        UpdateChestContent();
    }

    public override void RemoveByPosition(int keyPosition)
    {
        base.RemoveByPosition(keyPosition);

        UpdateChestContent();
    }

    public override int RemoveByItemId(int itemId)
    {
        var result = base.RemoveByItemId(itemId);

        UpdateChestContent();

        return result;
    }

    public override int RemoveByItemName(string itemName)
    {
        var result = base.RemoveByItemName(itemName);

        UpdateChestContent();

        return result;
    }

    public override void RemoveAll()
    {
        Elements.Clear();

        UpdateChestContent();
    }
    #endregion

    private void UpdateChestContent()
    {
        ChestUIManager.Instance.UpdateChestContent(ChestUIManager.Instance.CurrentChestName, Elements);
    }
}