using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class InBetweenDoors : MonoBehaviour
{

    public string sceneName;
    public GameObject player;
    public Transform[] spawnPoint;
    public Text doorText;

    //teleporting player when leaving back to the door they initially entered (to target)
    void OnLevelWasLoaded()
    {
        player.transform.position = spawnPoint[EnterDoor.spawnPointIndex].position;
    }

    void Start()
    {
    }
    // when creating extra doors, add spawnPoint[] in correct order in the inspector.
    void OnTriggerEnter2D(Collider2D collider)
    {
        if (this.CompareTag("ToTown01"))
        {
            EnterDoor.townIndex = 1;
            EnterDoor.spawnPointIndex = 0;
            Debug.Log("The index is:" + EnterDoor.spawnPointIndex);
        }
        if (this.CompareTag("ToTown02"))
        {
            EnterDoor.townIndex = 2;
            EnterDoor.spawnPointIndex = 1;
            Debug.Log("The index is:" + EnterDoor.spawnPointIndex);
        }

        if (collider.CompareTag("Player") && EnterDoor.spawnPointIndex == 0)
        {
            doorText.text = ("Press [F] to go to Medieval Town");
            if (Input.GetKeyDown("f"))
            {
                EnterDoor.spawnPointIndex = 4;
                SceneManager.LoadScene(sceneName);
            }
        }
        if (collider.CompareTag("Player") && EnterDoor.spawnPointIndex == 1)
        {
            doorText.text = ("Press [F] to go to Desert Town");
            if (Input.GetKeyDown("f"))
            {
                EnterDoor.spawnPointIndex = 4;
                SceneManager.LoadScene(sceneName);
            }
        }
    }
    void OnTriggerStay2D(Collider2D collider)
    {
        if (collider.tag == "Player" && EnterDoor.spawnPointIndex != 3)
        {
            if (Input.GetKeyDown("f"))
            {
                SceneManager.LoadScene(sceneName);
            }
        }
    }

    void OnTriggerExit2D(Collider2D collider)
    {
        if (collider.tag == "Player")
        {
            doorText.text = (""); // reset the "Press [F]...." text
        }
    }
}