using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;

public class TargetManager : MonoBehaviour
{
    
    [SerializeField]
    public List<Transform> targets = new List<Transform>();
    private int randomIndex;
    public float lifeTime = 0f;
    private TPPController controller;
    EnemyHealth enemyHealth;

    //private Vector3 randPos;
    private void Awake()
    {
        controller = GetComponent<TPPController>();
    }

    private void Update()
    {
        //Hit = controller.HitTarget;
        lifeTime += Time.deltaTime;
        //TargetLife();
    }
    public void TargetLife(GameObject targetPf,bool Hit, float damage)
    {
        if (Hit)
        {
            enemyHealth.Health -= damage;
            Hit = false;
        }
        if (lifeTime >= 5 || enemyHealth.CurrentHealth <= 0)
        {
            randomIndex = Random.Range(0, 216);
            for (int i = 0; i < targets.Count; i++)
            {
                //randPos = targets[randomIndex].position;
                targetPf.SetActive(false);
                targetPf.transform.position = targets[randomIndex].position;
                targetPf.SetActive(true);
            }
            lifeTime = 0;
            Debug.Log(controller.hitTarget);
        }
    }
}