using UnityEngine;

namespace Creatures.Player.Movement
{
    public class PlayerAimRotate : MonoBehaviour
    {
        Canvas _canvas;
        
        public void initialize(Canvas canvas)
        {
            _canvas = canvas;
        }
    
        Vector3 _lastLookTarget;
        public Vector3 AimTarget(float minAimDistance, float maxAimDistance, Camera camera, Vector3 mouseInput)
        {
            Ray ray = camera.ScreenPointToRay(mouseInput); // Cast a ray from the mouse position
            Plane plane = new Plane(Vector3.up, transform.position); // Assume a horizontal plane (y-axis)
        
            float distance;
            if (!plane.Raycast(ray, out distance)) // If the ray hits the plane
            {
                return _lastLookTarget;
            }
        
            Vector3 targetPoint = ray.GetPoint(distance);

            RaycastHit hit;
            if (Physics.Raycast(transform.position, (targetPoint - transform.position).normalized, out hit, maxAimDistance, LayerMask.GetMask("Enemy")))
            {
                Vector3 aimTargetPosition = hit.collider.transform.position;
                float distanceToTarget = Vector3.Distance(transform.position, aimTargetPosition);

                float assistStrength = Mathf.Clamp(1-((maxAimDistance - minAimDistance) / (distanceToTarget - minAimDistance)), 0f, .6f);

                targetPoint = Vector3.Lerp(targetPoint, aimTargetPosition, assistStrength);
                //targetPoint = hit.collider.transform.position;
            }
            _lastLookTarget = new Vector3(targetPoint.x, transform.position.y, targetPoint.z);
        
            return _lastLookTarget;
        }
    
        public void ApplyRotation(Vector3 aimTarget)
        {
            aimTarget.y = _canvas.transform.position.y;
            _canvas.transform.LookAt(aimTarget);
        }
    }
}