using Cinemachine;
using UnityEngine;


public class ADScam : MonoBehaviour
{


    [SerializeField]  CinemachineVirtualCamera tpscam;
    [SerializeField]  CinemachineVirtualCamera adscam;
    public GameObject adsmode;
    public GameObject tpsmode;
    private bool ads = false;
    public RaycastHit TargetPoint;
    RaycastHit TargetPointADS;
    [SerializeField] float FireRange = 999;






    private void Update()
    {
        CameraManager();
    }

    private void CameraManager()
    {
        if (Input.GetMouseButton(1) == true)
        {
            ads = true;
        }
        else
        {
            ads = false;
        }

        if (ads == true)
        {
            tpscam.Priority = 9;
            adscam.Priority = 10;


            adscam.transform.LookAt(TargetPoint.point);


            Physics.Raycast(adscam.transform.position, adscam.transform.forward, out TargetPointADS, FireRange);
            Debug.DrawRay(adscam.transform.position, adscam.transform.forward * TargetPointADS.distance, Color.red);




            /*float TPScamXrot = tpscam.transform.localEulerAngles.x;
            float TPScamYrot = tpscam.transform.localEulerAngles.y;
            float TPScamZrot = tpscam.transform.localEulerAngles.z;


            adscam.gameObject.transform.localEulerAngles = new Vector3(TPScamXrot, TPScamYrot, TPScamZrot);*/





        }
        else if (ads == false)
        {

            tpscam.Priority = 10;
            adscam.Priority = 9;


            Physics.Raycast(tpscam.transform.position, tpscam.transform.forward,out TargetPoint, FireRange);

            /*Transform tempObj = new GameObject().transform;
            tempObj.SetParent(adscam.transform);
            tempObj.localPosition = new Vector3(0, 0, FireRange);
            if (Physics.Raycast(adscam.transform.position, adscam.transform.forward, out TargetPoint, FireRange) && TargetPoint.transform)
                tempObj.position = TargetPoint.point;
            tpscam.transform.LookAt(tempObj);
            Destroy(tempObj.gameObject);
            float ADScamXrot = adscam.transform.localEulerAngles.x;
            float ADScamYrot = adscam.transform.localEulerAngles.y;
            float ADScamZrot = adscam.transform.localEulerAngles.z;
            tpscam.gameObject.transform.localEulerAngles = new Vector3(ADScamXrot, ADScamYrot, ADScamZrot);*/

        }

    }

}