using System;
using System.Collections;
using System.Collections.Generic;
using Cinemachine;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;

public class CameraSwitch : MonoBehaviour
{
    
    [SerializeField] private InputAction action;
    [SerializeField] private CinemachineVirtualCamera roundCamera;
    [SerializeField] private CinemachineVirtualCamera battleCamera;
    [SerializeField] private BattleManager _battleManager;
    private bool _roundCam = true;
    


    private void Awake()
    {
        //_animator = GetComponent<Animator>();
    }

    private void OnEnable()
    {
        action.Enable();
    }

    private void OnDisable()
    {
        action.Disable();
    }

    // Start is called before the first frame update
    void Start()
    {
        action.performed += _ => SwitchPriority();
    }


    private void Update()
    {
        if(_battleManager.BattleState != BattleState.Fighting)
        {
            roundCamera.Priority = 1;
            battleCamera.Priority = 0;
        }
        else
        {
            roundCamera.Priority = 0;
            battleCamera.Priority = 1;
        }
            
    }

    private void SwitchPriority()
    {
        if (_roundCam)
        {
            roundCamera.Priority = 0;
            battleCamera.Priority = 1;
        }
        else
        {
            roundCamera.Priority = 1;
            battleCamera.Priority = 0;
        }

        _roundCam = !_roundCam;
    }
    
   }
