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


/// <summary>
/// 角色,包括player和opponents
/// </summary>
public partial class Avatar : MonoBehaviour, IInteractable
{
    public string Name;

    // 一个角色包括一个身体的collider和若干hitbox和hurtbox
    public PhysicsBody m_Body;
    public PhysicsBox m_BodyCollider;
    public Hitbox[] m_Hitbox;
    public Hurtbox[] m_Hurtbox;

    public Transform m_Hips;

    protected StateController m_StateController = new StateController();

	// 预定义的state,角色必须定义的
	protected StateBase m_StateLightHurt;
	protected StateBase m_StateMidiumHurt;
	protected StateBase m_StateHeavyHurt;
	protected StateBase m_StateGroundHurt;
	protected StateBase m_StateAirHurt;

	public PhysicsBody Body
    {
        get
        {
            return m_Body;
        }
    }

    public PhysicsPrimitive[] GetAllPrimitive()
    {
        throw new System.NotImplementedException();
    }

    protected void Init()
    {
        AvatarManager.Instance.AddAvatar(this);
    }

    public PhysicsBox GetHitbox()
    {
        throw new System.NotImplementedException();
    }

    public PhysicsBox GetHurtbox()
    {
        throw new System.NotImplementedException();
    }

    public PhysicsPrimitive[] GetAllHit()
    {
        throw new System.NotImplementedException();
    }

    public bool IsHit()
    {
        for (int i = 0; i < m_Hitbox.Length; ++i)
        {
            if (PhysicsWorld.Instance.HasCollision(m_Hitbox[i].Collider))
            {
                return true;
            }
        }
        return false;
    }

    public bool IsHurt()
    {
        for (int i = 0; i < m_Hitbox.Length; ++i)
        {
            if (PhysicsWorld.Instance.HasCollision(m_Hurtbox[i].Collider))
            {
                return true;
            }
        }
        return false;
    }

    public void OnUpdate()
    {
        m_StateController.OnUpdate();
    }

    // 在物理模拟之后调用
    public void OnPhysicsUpdate()
    {
        m_StateController.OnPhysicsUpdate();
    }

    public virtual Vector3 GetEffectPosition()
    {
        return Vector3.zero;
    }

    // 获得当前击打如果有的话
    public Hit GetHit()
    {
        return m_StateController.GetHit();
    }

    public virtual void OnHit(HitInfo hitInfo)
    {
        //Debug.Log("Hit");
        m_StateController.OnHit(hitInfo);
    }

    public virtual void OnHurt(HurtInfo hurtInfo)
    {
        //Debug.Log("Hurt");
        HitDefination hitDef = hurtInfo.hitDef;
        if (hitDef != null)
            ApplyHit(hitDef);
        m_StateController.OnHurt(hurtInfo);
    }


	protected ConditionBase Not(ConditionBase cond)
	{
		return new ConditionNot(cond);
	}

	protected ConditionBase And(ConditionBase c1, ConditionBase c2)
	{
		return new ConditionAnd(c1, c2);
	}

	protected ConditionBase Ands(params ConditionBase[] cond)
	{
		List<ConditionBase> conditions = new List<ConditionBase>();
		for (int i = 0; i < cond.Length; ++i)
		{
			conditions.Add(cond[i]);
		}
		ConditionMultiAnd and = new ConditionMultiAnd(conditions);
		return and;
	}

	protected ConditionBase Or(ConditionBase c1, ConditionBase c2)
	{
		return new ConditionOr(c1, c2);
	}

}