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


namespace Obi{

	[RequireComponent(typeof (ObiCharacter))]
	public class SampleCharacterController : MonoBehaviour {
	
		private ObiCharacter m_Character; 			// A reference to the ThirdPersonCharacter on the object
        private Transform m_Cam;                  // A reference to the main camera in the scenes transform
        private Vector3 m_CamForward;             // The current forward direction of the camera
        private Vector3 m_Move;
        private bool m_Jump;                      // the world-relative desired move direction, calculated from the camForward and user input.
        
        private void Start()
        {
            // get the transform of the main camera
            if (Camera.main != null)
            {
                m_Cam = Camera.main.transform;
            }
            else
            {
                Debug.LogWarning(
                    "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
                // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
            }

            // get the third person character ( this should never be null due to require component )
            m_Character = GetComponent<ObiCharacter>();
        }


        private void FixedUpdate()
        {
            if (!m_Jump)
            {
                m_Jump = Input.GetButtonDown("Jump");
            }

			// read inputs
			float h = Input.GetAxis("Horizontal");
            float v = Input.GetAxis("Vertical");
            bool crouch = Input.GetKey(KeyCode.C);

            // calculate move direction to pass to character
            if (m_Cam != null)
            {
                // calculate camera relative direction to move:
                m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
                m_Move = v*m_CamForward + h*m_Cam.right;
            }
            else
            {
                // we use world-relative directions in the case of no main camera
                m_Move = v*Vector3.forward + h*Vector3.right;
            }
			#if !MOBILE_INPUT
				// walk speed multiplier
	       	 	if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
			#endif
	
            // pass all parameters to the character control script
            m_Character.Move(m_Move, crouch, m_Jump);
            m_Jump = false;
        }

	}

}
