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

public class SaveDynamicObjects : MonoBehaviour
{
    public void Save()
    {
        //saving player position
        var player = GameObject.FindGameObjectWithTag("Player");
        player.GetComponent<PlayerPosition>().SavePosition();
        player.GetComponent<Player>().SaveCheckpoint();

        SaveElementsByScene();
    }

    public void SaveElementsByScene()
    {
        switch(SceneManager.GetActiveScene().name)
        {
            case "SampleScene":
            {
                SaveSampleScene();
                break;
            }
            case "CaveEntrance":
            {
                break;
            }
            case "WizardHouse":
            {
                //TODO dynamic elements if added
                break;
            }
            case "OutsideWizardsHouse":
            {
                //TODO dynamic elements if added
                break;
            }
            default:
            {
                Debug.Log("Niedopasowano sceny podczaas zapisu dynamicznych elementow");
                break;
            }
        }
    }

    //TODO get list of elemnts from each scene individually - don't describe here each one manually !!!
    private void SaveSampleScene()
    {
        //Saving Thugs from Cave/SampleScene
        List<ThugModel> thugs = GameObject.Find("NPCManager").GetComponent<NPCManager>().thugs;
        foreach (var thug in thugs)
        {
            var ThugFromScene = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == thug.name).ToArray()[0];

            if (ThugFromScene != null)
            {
                ThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
            }
            else
            {
                if (OnMapAppearanceMethod.IsNewGame())
                {
                    PlayerPrefs.SetInt(thug.name + "-S", 0);
                }
                else
                {
                    PlayerPrefs.SetInt(thug.name + "-S", 1);
                }
            }
        }

        //saving bossThug
        ThugModel bossThug = GameObject.Find("NPCManager").GetComponent<NPCManager>().bossThug;
        var BossThugFromScene = GameObject.FindObjectsOfType<GameObject>(true).Where(sr => sr.gameObject.name == bossThug.name).ToArray()[0];

        if (BossThugFromScene != null)
        {
            BossThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
        }
        else
        {
            if (OnMapAppearanceMethod.IsNewGame())
            {
                PlayerPrefs.SetInt(bossThug.name + "-S", 0);
            }
            else
            {
                PlayerPrefs.SetInt(bossThug.name + "-S", 1);
            }
        }
    }
}