using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using AdamThinkDevicesData;
using AdamSync;
using Newtonsoft.Json;
using static InterfaceManager;
using DG.Tweening.Core.Easing;
using UnityEngine.EventSystems;
using System;
using Random = UnityEngine.Random;
using UnityEngine.UI;

/// <summary>
/// 激光火控平台
/// </summary>
public class LaserFireControlPlatformManger : MonoBehaviour
{
    public EquipmentCommon equipmentCommon;
    /// <summary>
    /// 所有激光火控平台
    /// </summary>
    public static List<LaserFireControlPlatformManger> laserFireControlPlatformMangers = new List<LaserFireControlPlatformManger>();
    #region  启动暂停
    private bool _isStartRehearsing = false;
    /// <summary>
    /// 是否正在预演
    /// </summary>
    public bool isStartRehearsing
    {
        get { return _isStartRehearsing; }
        set
        {
            if (_isStartRehearsing != value)
            {
                _isStartRehearsing = value;
                OnActivationChanged?.Invoke(_isStartRehearsing);
            }
        }
    }
    /// <summary>
    /// 布尔值变化时触发的事件
    /// </summary>
    public event System.Action<bool> OnActivationChanged;

    /// <summary>
    /// 定时器运行状态
    /// </summary>
    private bool islaser = false;
    /// <summary>
    /// 协程对象
    /// </summary>
    private Coroutine timerCoroutine;
    /// <summary>
    /// 定时器运行状态
    /// </summary>
    private bool isTimerRunning = false;
    /// <summary>
    /// 间隔时间
    /// </summary>
    public float interval = 5.0f;
    #endregion


    #region  激光火控平台数据
    /// <summary>
    /// 储能间隔时间
    /// </summary>
    public string StorageIntervalTime;
    /// <summary>
    /// 毁伤目标累积作用时间
    /// </summary>
    public string CumulativeActionTimeOfDamageTarget;
    /// <summary>
    /// 干扰距离
    /// </summary>
    public string InterferenceDistance;
    /// <summary>
    /// 干扰角度
    /// </summary>
    public string InterferenceAngle;
    /// <summary>
    /// 接收干扰距离
    /// </summary>
    public float Receivingdistance;
    /// <summary>
    /// 计时器
    /// </summary>
    public float timepiece = 5;

    /// <summary>
    /// 毁伤时间_记录
    /// </summary>
    public float destructionTime;
    /// <summary>
    /// 毁伤时间_使用
    /// </summary>
    public float destructionTimeMy;
    #endregion



    #region 激光
    /// <summary>
    /// 是否这在攻击无人机
    /// </summary>
    public bool isLasing = false;//判断看向无人机
    public bool isLasings = true;//判断时候需要攻击
    public GameObject LaserModer;
    public GameObject LaserPoint;
    public Transform targetPoint; // 锁定目标点的Transform组件
    private Transform Receivingposin;//激光武器打击无人机位置
    public GameObject InnerLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
    public GameObject OuterLaserlineRendererPrefab; // 用于绘制射线的LineRenderer组件
    public LineRenderer InnerLaserlineRenderer; // 用于绘制射线的LineRenderer组件
    public LineRenderer OuterLaserlineRenderer; // 用于绘制射线的LineRenderer组件
    //private Vector3 laserStartPoint = Vector3.zero;
    //private Vector3 laserEndPoint = Vector3.zero;
    public float FireSpeed = 20.0f;//激光速度
    #endregion

    /// <summary>
    /// 爆炸预制体
    /// </summary>
    public GameObject explodePrefab;
    /// <summary>
    /// 十字准星架视角
    /// </summary>
    public Camera camera;

    public RawImage raw;

    /// <summary>
    /// 十字准星架视角UI显示
    /// </summary>
    public GameObject rawImageUIObj;
    /// <summary>
    /// 接收十字准星生成的界面
    /// </summary>
    public GameObject crosshair;
    /// <summary>
    /// 显示十字准星开关
    /// </summary>
    public bool Front = true;
    /// <summary>
    /// 点击空白处碰撞器
    /// </summary>
    public GameObject Detection;
    /// <summary>
    /// 摄像机视角开关
    /// </summary>
    public bool isplaser = true;
    /// <summary>
    /// 激光火炮打击时间
    /// </summary>
    public float lasertime;
    /// <summary>
    /// 激光火炮打击时间
    /// </summary>
    public float storageIntervalTime;
    /// <summary>
    /// 
    /// </summary>
    private bool onlyOne = true;
    /// <summary>
    /// 判断物体是否在相机里面
    /// </summary>
    public bool ispcamera;

    void Start()
    {
        equipmentCommon = GetComponent<EquipmentCommon>();
        laserFireControlPlatformMangers.Add(this);
        //生成激光
        GameObject _InnerLaserlineRenderer = Instantiate(InnerLaserlineRendererPrefab);
        _InnerLaserlineRenderer.transform.position = Vector3.zero;
        //_InnerLaserlineRenderer.transform.SetParent(transform);
        InnerLaserlineRenderer = _InnerLaserlineRenderer.GetComponent<LineRenderer>();
        if (InnerLaserlineRenderer)
        {
            InnerLaserlineRenderer.positionCount = 2; // 设置线段的端点数量为2
            InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
            InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点

        }
        GameObject _OuterLaserlineRenderer = Instantiate(OuterLaserlineRendererPrefab);
        _OuterLaserlineRenderer.transform.position = Vector3.zero;
        OuterLaserlineRenderer = _OuterLaserlineRenderer.GetComponent<LineRenderer>();
        if (OuterLaserlineRenderer)
        {
            OuterLaserlineRenderer.positionCount = 2;// 设置线段的端点数量为2
            OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position);// 设置线段起点为物体位置
            OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position);// 设置线段终点为目标点
        }

    }


    void Update()
    {
        if (isStartRehearsing && !targetPoint)
        {
            lasertime -= Time.deltaTime;
        }
        if (isLasings && destructionTimeMy > 0 && targetPoint != null)
        {
            destructionTimeMy -= Time.deltaTime;
            if (InnerLaserlineRenderer)
            {
                InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
                InnerLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
            }
            if (OuterLaserlineRenderer)
            {
                OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
                OuterLaserlineRenderer.SetPosition(1, targetPoint.position); // 设置线段终点为目标点
            }
            Debug.LogError(destructionTimeMy);
            Debug.LogError("1");
        }
        else
        {
            if (InnerLaserlineRenderer)
            {
                InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
                InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
            }
            if (OuterLaserlineRenderer)
            {
                OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
                OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
            }
            isLasing = false;
        }
        if (onlyOne && equipmentCommon.deviceID.Length > 10)
        {
            onlyOne = false;
            DroneViewDisplay.Instance.CreateUI(equipmentCommon.deviceID, camera, raw);
        }
    }


    void LateUpdate()
    {
        if (Receivingdistance > 0 && isplaser == true)
        {
            camera.farClipPlane = Receivingdistance;
            isplaser = false;
        }
    }



    #region 创建场景激光发射

    /// <summary>
    /// 数据写入
    /// </summary>
    /// <param name="weaponitemone"></param>
    public void FillInTheData(List<List_paraItem> weaponitemone)
    {
        for (int i = 0; i < weaponitemone.Count; i++)
        {
            switch (weaponitemone[i].para_name)
            {
                case "储能间隔时间:":
                    StorageIntervalTime = weaponitemone[i].para_value;
                    lasertime = float.Parse(StorageIntervalTime);
                    storageIntervalTime = float.Parse(StorageIntervalTime);
                    break;
                case "毁伤目标累积作用时间:":
                    CumulativeActionTimeOfDamageTarget = weaponitemone[i].para_value;
                    destructionTime = float.Parse(CumulativeActionTimeOfDamageTarget);
                    destructionTimeMy = float.Parse(CumulativeActionTimeOfDamageTarget);
                    break;
                case "干扰距离:":
                    InterferenceDistance = weaponitemone[i].para_value;

                    Receivingdistance = float.Parse(InterferenceDistance) * 1000;
                    break;
                case "瞬时视场:":
                    InterferenceAngle = weaponitemone[i].para_value;
                    break;
                default:
                    break;
            }
        }
    }



    /// <summary>
    /// 看向无人机
    /// </summary>
    public void Lasing()
    {
        if (targetPoint != null)
        {
            LaserModer.transform.DOLookAt(targetPoint.position, 0.3f).OnComplete(() =>
            {
                Launchanattack();
            });
        }
        else
        {
            Debug.LogError("没有目标");
        }
    }

    /// <summary>
    /// 激光显示
    /// </summary>
    public void Launchanattack()
    {
        if (targetPoint != null && Receivingdistance > 0)
        {
            if (targetPoint.GetComponent<UnmannedAerialVehicle>())
                equipmentCommonDeviceID = targetPoint.GetComponent<UnmannedAerialVehicle>().unmannedAerialVehicleManage.equipmentCommon.deviceID;
           
            Vector3 pos = camera.WorldToViewportPoint(targetPoint.position);
            Debug.Log("攻击目标距离" + Vector3.Distance(targetPoint.position, transform.position));
            ispcamera = (pos.x > 0 && pos.x < 1 && pos.y > 0 && pos.y < 1 && pos.z > 0);
            float dis = Vector3.Distance(targetPoint.position, transform.position);
            Debug.Log(dis);
            if (dis < Receivingdistance && ispcamera)
            {
                Debug.Log("出现在摄像机视角里面了");
                Vector3 cector = targetPoint.position - transform.position;
                float angle = Vector3.Angle(cector, transform.forward);
                if ((float.Parse(InterferenceAngle)/2f) > angle)
                {
                    Debug.Log("角度合适进行打击");
                    var nowData = GetSyncData();
                    MyNetMQClient.instance.Send(nowData);
                    StartCoroutine(CastRayAndRender1());
                }
                else
                {
                    Debug.LogError("超出了角度不进行攻击");
                }
            }
            else
            {
                targetPoint = null;
                isLasing = false;
                Debug.LogError("飞机不在摄像机范围内");
            }
        }

    }
    public IEnumerator CastRayAndRender1()
    {
        isLasings = true;
        yield return new WaitForSeconds(destructionTime);
        isLasings = false;
        StrikeDrone(targetPoint);
    }
  
    /// <summary>
    /// 打击无人机
    /// </summary>
    private void StrikeDrone(Transform hit)
    {
        UnmannedAerialVehicle unmannedAerialVehicle = hit.GetComponent<UnmannedAerialVehicle>();
        if (unmannedAerialVehicle)
        {
            AddBao(unmannedAerialVehicle);
            destructionTimeMy = destructionTime;
            StartCoroutine(LaserExtinction());
        }
    }


    /// <summary>
    /// 销毁单体无人机
    /// </summary>
    public void AddBao(UnmannedAerialVehicle unmannedAerialVehicle)
    {
        string nowData = GetSyncDis(unmannedAerialVehicle);
        Debug.Log(nowData);
        MyNetMQClient.instance.Send(nowData);
        string currentTime = System.DateTime.Now.ToString();
        string _log = currentTime + "  " + equipmentCommon.equipmentType + "(" + equipmentCommon.deviceID + ")" +
            "攻击了销毁了" + unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.equipmentType + "(" + unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.deviceID + ")"
               + "编号" + unmannedAerialVehicle.serialNumber + "子无人机";
        UploadLog(_log);
        GameObject Bao = Instantiate(explodePrefab, unmannedAerialVehicle.transform);
        Bao.transform.localPosition = Vector3.zero;
        Bao.transform.SetParent(null);
        Bao.SetActive(true);
    }

    /// <summary>
    ///上传日志
    /// </summary>
    /// <param name="deviceID"></param>
    public void UploadLog(string _log)
    {

        List<UploadLogMain> uploadLogMains = new List<UploadLogMain>();
        UploadLogMain uploadLogMain = new UploadLogMain();
        uploadLogMain.PracticeId = GlobalFlag.practiceSubjectID;
        uploadLogMain.ThinkId = GlobalFlag.currentThinkId;
        uploadLogMain.log = _log;
        uploadLogMains.Add(uploadLogMain);
        string uploadLogMainJson = JsonConvert.SerializeObject(uploadLogMains);
        WWWForm wWWForm = new WWWForm();
        wWWForm.AddField("data", uploadLogMainJson);
        Debug.Log(uploadLogMainJson);
        StartCoroutine(PostString(Url_Addpracticelog, wWWForm, data =>
        {
            Debug.Log(data);
        }));
    }



    /// <summary>
    /// 单个无人机被销毁
    /// </summary>
    /// <returns></returns>
    protected string GetSyncDis(UnmannedAerialVehicle unmannedAerialVehicle)
    {
        return string.Format("{0},{1},{2}", "DroneWasDestroyed", unmannedAerialVehicle.unmannedAerialVehicleManage.equipmentCommon.deviceID, unmannedAerialVehicle.serialNumber);
    }


    /// <summary>
    /// 隐藏激光
    /// </summary>
    public IEnumerator LaserExtinction()
    {
        isLasings = false;
        yield return new WaitForSeconds(0.0f);
        if (InnerLaserlineRenderer)
        {
            InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
            InnerLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
        }
        if (OuterLaserlineRenderer)
        {
            OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
            OuterLaserlineRenderer.SetPosition(1, LaserPoint.transform.position); // 设置线段终点为目标点
        }
        isLasing = false;
    }

    #endregion

    public string equipmentCommonDeviceID = "";
    /// <summary>
    /// 激光发射点位
    /// </summary>
    /// <returns></returns>
    protected string GetSyncData()
    {
        Debug.Log("目标点位..:" + targetPoint.position);
        return string.Format("{0},{1},{2},{3},{4},{5}", "Lasing", equipmentCommon.deviceID ,
            targetPoint.position.x, targetPoint.position.y, targetPoint.position.z , equipmentCommonDeviceID);
    }

    /// <summary>q
    /// 非自生成激光发射台发射激光发射激光
    /// </summary>
    /// <param name="data"></param>
    public void NonSelfGeneratedEmissionLaser(string[] data)
    {
        //激光位置下发传递
        Vector3 vector3 = new Vector3(float.Parse(data[2]), float.Parse(data[3]), float.Parse(data[4]));
        LaserModer.transform.DOLookAt(vector3, 0.1f).OnComplete(() =>
        {
            EquipmentCommon _equipmentCommon = DeviceManager.Instance.devices.Find(x => x.deviceID == data[5]);
            if (_equipmentCommon)
            {
                UnmannedAerialVehicleManage _unmannedAerialVehicleManage = _equipmentCommon.transform.GetComponent<UnmannedAerialVehicleManage>();
                if (_unmannedAerialVehicleManage&& _unmannedAerialVehicleManage.unmannedAerialVehicles.Count>0)
                {
                    UnmannedAerialVehicle _unmannedAerialVehicle = _unmannedAerialVehicleManage.unmannedAerialVehicles[0];
                    if (_unmannedAerialVehicle != null)
                    {
                        isLasings = true;
                        targetPoint = _unmannedAerialVehicle.transform;
                        destructionTimeMy = destructionTime;
                    }
                    else
                    {
                        if (InnerLaserlineRenderer)
                        {
                            InnerLaserlineRenderer.SetPosition(0, LaserPoint.transform.position);  // 设置线段起点为物体位置
                            InnerLaserlineRenderer.SetPosition(1, vector3); // 设置线段终点为目标点
                        }
                        if (OuterLaserlineRenderer)
                        {
                            OuterLaserlineRenderer.SetPosition(0, LaserPoint.transform.position); // 设置线段起点为物体位置
                            OuterLaserlineRenderer.SetPosition(1, vector3); // 设置线段终点为目标点
                        }
                    }
                    Invoke("LaserExtinction1", destructionTime);
                }
            }
        });
    }
    private void LaserExtinction1()
    {
        StartCoroutine(LaserExtinction());
    }
    void OnMouseDown()
    {

        //Transform canvas = GameObject.Find("Canvas").transform;
        //if (canvas)
        //{
        //    Instantiate(RawImage, canvas);
        //}
        if (GlobalFlag.blueOrRed == 1)
            rawImageUIObj.SetActive(true);
    }
    /// <summary>
    /// 检查鼠标是否离开物体
    /// </summary>
    public void OnMouseExit()
    {
        Front = false;
    }
    private void OnDestroy()
    {
        Destroy(crosshair.gameObject);
        if (InnerLaserlineRenderer != null)
            Destroy(InnerLaserlineRenderer.gameObject);
        if (OuterLaserlineRenderer != null)
            Destroy(OuterLaserlineRenderer.gameObject);
    }
}