using System;
using Core;
using UnityEngine;
namespace Minigames.Airplane.Abilities
{
///
/// Abstract base class for airplane special abilities.
/// Each ability defines its own execution logic, input handling, and cooldown.
/// Subclasses override Execute() to implement specific ability behavior.
/// Created from settings configuration at runtime.
///
[System.Serializable]
public abstract class BaseAirplaneAbility
{
#region Configuration
protected readonly string abilityName;
protected readonly Sprite abilityIcon;
protected readonly float cooldownDuration;
protected readonly bool canReuse;
protected bool showDebugLogs;
#endregion
#region Constructor
///
/// Base constructor for abilities. Called by subclasses.
///
protected BaseAirplaneAbility(string name, Sprite icon, float cooldown, bool reusable = true)
{
abilityName = name;
abilityIcon = icon;
cooldownDuration = cooldown;
canReuse = reusable;
showDebugLogs = false;
}
#endregion
#region Properties
public string AbilityName => abilityName;
public Sprite AbilityIcon => abilityIcon;
public float CooldownDuration => cooldownDuration;
public bool CanReuse => canReuse;
#endregion
#region State (Runtime)
protected Core.AirplaneController currentAirplane;
protected bool isActive;
protected bool isOnCooldown;
protected float cooldownTimer;
public bool IsActive => isActive;
public bool IsOnCooldown => isOnCooldown;
public float CooldownRemaining => cooldownTimer;
public bool CanActivate => !isOnCooldown && !isActive && currentAirplane != null && currentAirplane.IsFlying;
#endregion
#region Events
public event Action OnAbilityActivated;
public event Action OnAbilityDeactivated;
public event Action OnCooldownChanged; // (remaining, total)
#endregion
#region Lifecycle
///
/// Initialize ability with airplane reference.
/// Called when airplane is spawned.
///
public virtual void Initialize(Core.AirplaneController airplane)
{
currentAirplane = airplane;
isActive = false;
isOnCooldown = false;
cooldownTimer = 0f;
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Initialized with airplane");
}
}
///
/// Update cooldown timer. Called every frame by ability manager.
///
public virtual void UpdateCooldown(float deltaTime)
{
if (isOnCooldown)
{
cooldownTimer -= deltaTime;
if (cooldownTimer <= 0f)
{
cooldownTimer = 0f;
isOnCooldown = false;
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Cooldown complete");
}
}
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
}
}
///
/// Cleanup when airplane is destroyed or flight ends.
///
public virtual void Cleanup()
{
if (isActive)
{
Deactivate();
}
currentAirplane = null;
isActive = false;
isOnCooldown = false;
cooldownTimer = 0f;
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Cleaned up");
}
}
#endregion
#region Abstract Methods (Must Override)
///
/// Execute the ability effect.
/// Override to implement specific ability behavior.
///
public abstract void Execute();
///
/// Stop the ability effect (for sustained abilities).
/// Override if ability can be deactivated.
///
public virtual void Deactivate()
{
if (!isActive) return;
isActive = false;
OnAbilityDeactivated?.Invoke(this);
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Deactivated");
}
}
#endregion
#region Protected Helpers
///
/// Start ability activation (called by subclasses).
///
protected virtual void StartActivation()
{
if (!CanActivate)
{
if (showDebugLogs)
{
Logging.Warning($"[{abilityName}] Cannot activate - IsOnCooldown: {isOnCooldown}, IsActive: {isActive}, CanFly: {currentAirplane?.IsFlying}");
}
return;
}
isActive = true;
OnAbilityActivated?.Invoke(this);
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Activated");
}
}
///
/// Start cooldown timer (called by subclasses after execution).
///
protected virtual void StartCooldown()
{
isOnCooldown = true;
cooldownTimer = cooldownDuration;
OnCooldownChanged?.Invoke(cooldownTimer, cooldownDuration);
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Cooldown started: {cooldownDuration}s");
}
}
///
/// Check if airplane reference is valid.
///
protected bool ValidateAirplane()
{
if (currentAirplane == null)
{
Logging.Warning($"[{abilityName}] Cannot execute - airplane reference is null!");
return false;
}
if (!currentAirplane.IsFlying)
{
if (showDebugLogs)
{
Logging.Debug($"[{abilityName}] Cannot execute - airplane is not flying!");
}
return false;
}
return true;
}
#endregion
}
}