using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class Bullet_movement_Enemy : MonoBehaviour
{
    [SerializeField] float dmg = 0.0f;
    [SerializeField] private float verticalSpeed = 15.0f;
    public float remainInAir = 1.0f;
    private float counter = 0f;
    private Slider slider;
    private GameObject uiElement;


    // Start is called before the first frame update
    void Start()
    {

        slider = FindObjectOfType<Slider>(); //Findet den ersten slider in der scene - hier den Healthbar
    }

    // Update is called once per frame
    void Update()
    {
        Movement();
    }

    private void Movement()
    {
        transform.Translate(Vector3.up * Time.deltaTime * verticalSpeed); // bullet geschwindigkeit
        counter += Time.deltaTime;

        if (counter >= remainInAir)
        {
            Destroy(gameObject);
        }
    }

    private void OnTriggerEnter2D(Collider2D other)
    {
        if (other.CompareTag("Starship"))
        {
            Destroy(gameObject); // berechnet den dmg
            slider.value -= dmg;
        }

        if (other.CompareTag("Starship") && slider.value <= 0f) // zerst�rt das Starship bei 0hp oder weniger
        {
            other.gameObject.GetComponent<OnPlayerDeath>().onDeathUI();
            Destroy(other.gameObject);

            if(other.gameObject.CompareTag("Dead"))
            {
                uiElement.SetActive(true);
            }
            if (other.gameObject.CompareTag("Score"))
            {
                uiElement.SetActive(false);
            }
            if (other.gameObject.CompareTag("Highscore"))
            {
                uiElement.SetActive(false);
            }
            if (other.gameObject.CompareTag("RoundCounter"))
            {
                uiElement.SetActive(false);
            }
            if (other.gameObject.CompareTag("EnemiesLeft"))
            {
                uiElement.SetActive(false);
            }
        }
    }
}