import FObject, { GroupType } from "../object/FObject";
import FF from "../FF";
import DialogSay from "../box/DialogSay";
import FSprite from "../object/FSprite";
import CMath from "../../../util/CMath";
/**
 * 草丛中对话和刷新怪物
 */
const {ccclass, property} = cc._decorator;

@ccclass
export default class FGass extends cc.Component {
   
    @property({
        type:cc.Prefab,
        displayName: '对话框'
    })
    mDialog: cc.Prefab = null;

    @property({
        type:[cc.String],
        displayName: '对话内容'
    })
    mContents: Array<string> = [];

    @property({
        type:[cc.Prefab],
        displayName: '对话完成刷怪'
    })
    mMonster: Array<cc.Prefab> = [];
        

    onBeginContact(contact: cc.PhysicsContact, selfCollider: cc.PhysicsCollider, otherCollider: cc.PhysicsCollider){
        if(otherCollider.node.group == 'A'){
            let sobject = otherCollider.node.getComponent(FObject);
            if(sobject){
                this.node.removeComponent(cc.PhysicsBoxCollider);
                let ff = sobject.ff;
                ff.stopRuning();
                this.showDialog(ff);
            }
        }
    }

    public showDialog(ff:FF){
        let node = cc.instantiate(this.mDialog);
        ff.main.viewManage.popView(node);

        let dialog:DialogSay = node.getComponent(DialogSay);
        
        dialog.setContents(this.mContents);
        dialog.setEndCallback(()=>{
            ff.startRuning();
            this.flushMonster(ff);
        });
    }

    public flushMonster(ff:FF){
        for (let i = 0; i < this.mMonster.length; i++) {
            // let node: cc.Node = cc.instantiate(this.mMonster[i]);
            // let sp: FSprite = node.getComponent(FSprite);
            // sp.node.group = GroupType.B;
            // sp.fData = ff.main.sManage.getMonsterData(1001);
            // node.setPosition(this.getRandInit());
            // ff.mMap.addSprite(sp);
        }
    }

    public getRandInit(): cc.Vec2 {
        let pos = cc.v2();
        pos.x = CMath.getRandom(this.node.x - this.node.width / 2, this.node.x + this.node.width / 2);
        pos.y = CMath.getRandom(this.node.y - this.node.height / 2, this.node.y + this.node.height / 2);
        return pos;
    }
}