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

public class InventoryManager : MonoBehaviour
{
    public static InventoryManager instance;

    [Header("Grid Dimensions (Math)")]
    public int lineCount = 6;  // Width
    public int rowCount = 4;   // Height
    public int depthCount = 3; // Depth into the bag

    [Header("Grid Settings (Visual)")]
    public Vector3 gridOffset = new Vector3(0f, 0.25f, 0.35f);
    public Vector3 gridScale = new Vector3(1.75f, 1.75f, 1f);
    public float cellSize = 0.15f;
    public float gridSpacing = 0.05f;

    [Header("Camera Settings")]
    public Transform playerCamera;
    public MonoBehaviour cameraLookScript; // Generic to fit your look script
    public float transitionSpeed = 0.4f;

    [Header("3D Backpack Settings")]
    public GameObject backpackPrefab;
    public Transform backpackRestPoint;
    public Transform inventoryLookTarget;
    public Vector3 backpackRotationOffset = new Vector3(0, 180, 0);
    public GameObject inventoryScreenUI;

    // Internal State
    private GameObject cachedBackpackObj;
    private GameObject gridContainer; // generate via code
    private bool isInventoryOpen = false;
    private bool isTransitioning = false;
    private Quaternion originalCameraLocalRot;

    // Grid Math Systems
    private InventoryGrid3D grid3D;
    private InventoryPlacer placer;
    private List<ItemData> allPhysicalItems = new List<ItemData>();

    private void Awake()
    {
        instance = this;

        // Initialize your new Grid and Placer math system
        grid3D = new InventoryGrid3D(lineCount, rowCount, depthCount);
        placer = new InventoryPlacer(grid3D);
    }

    private void Start()
    {
        // 1. Spawn the Backpack
        cachedBackpackObj = Instantiate(backpackPrefab, backpackRestPoint.position, backpackRestPoint.rotation, backpackRestPoint);

        // 2. Automatically create the Grid Container INSIDE the backpack
        gridContainer = new GameObject("Inventory3DGrid");
        gridContainer.transform.SetParent(cachedBackpackObj.transform);
        gridContainer.transform.localPosition = gridOffset;
        gridContainer.transform.localRotation = Quaternion.identity;
        gridContainer.transform.localScale = gridScale;

        // Hide at start
        cachedBackpackObj.SetActive(false);
        if (inventoryScreenUI != null) inventoryScreenUI.SetActive(false);
    }

    private void Update()
    {
        // Handle Tab Key to open/close
        if (Input.GetKeyDown(KeyCode.Tab) && !isTransitioning)
        {

            if (PickUpScript.instance != null && PickUpScript.instance.heldObj != null) return;

            if (isInventoryOpen) CloseInventory();
            else OpenInventory();
        }
    }

    public void AddToInventory(GameObject itemObj)
    {
        ItemData itemData = itemObj.GetComponent<ItemData>();

        if (itemData == null)
        {
            Debug.LogError("Tried to add object without ItemData to inventory!");
            return;
        }

        List<ItemData> reflowedItems = new List<ItemData>();

        if (placer.TryPlace(itemData, reflowedItems))
        {
            if (!allPhysicalItems.Contains(itemData))
            {
                allPhysicalItems.Add(itemData);
            }

            UpdateItemVisuals(itemData);

            // --- PRINT DETAILED LOG TO CONSOLE ---
            LogItemPlacement(itemData);

            // If duplicate stacking caused an older copy to reflow/rotate, update its visuals and log it
            if (reflowedItems != null)
            {
                foreach (ItemData reflowed in reflowedItems)
                {
                    UpdateItemVisuals(reflowed);
                    Debug.Log($"[Reflowed Stack Item] '{reflowed.itemID}' locked to Swap State 2 at [{reflowed.gridPosition.x},{reflowed.gridPosition.y},{reflowed.gridPosition.z}]");
                }
            }
        }
        else
        {
            Debug.LogWarning($"[Inventory] No room left for {itemObj.name} or it is too big!");
        }
    }

    private void UpdateItemVisuals(ItemData itemData)
    {
        GameObject itemObj = itemData.gameObject;

        // 1. Ensure active & parented to grid
        itemObj.SetActive(true);
        itemObj.transform.SetParent(gridContainer.transform);

        // 2. Reset transforms for accurate bounds calculations
        itemObj.transform.localScale = Vector3.one;
        itemObj.transform.localRotation = Quaternion.identity;

        // 3. Strip Physics
        Rigidbody rb = itemObj.GetComponent<Rigidbody>();
        if (rb != null) Destroy(rb);

        Collider[] colliders = itemObj.GetComponentsInChildren<Collider>();
        foreach (var col in colliders) col.enabled = false;

        // 4. Scale: intentionally left at Vector3.one (set in step 2). Items keep their true
        // authored world size - a footprint of N slots should measure exactly N * cellSize,
        // never be scaled up/down to visually "fit". Only rotation (swap state) and position
        // (grid slot) change.

        // 5. Grid Position Calculations (Synchronized with 180� camera view)
        // X: Negated so Index 0 starts on Screen Left -> fills Screen Right
        float xPos = -((itemData.gridPosition.x - (lineCount / 2f) + (itemData.currentFootprint.x / 2f)) * (cellSize + gridSpacing));

        // Y: Negated so Index 0 starts at Screen Top -> stacks Downward
        float yPos = -(itemData.gridPosition.y + (itemData.currentFootprint.y / 2f)) * (cellSize + gridSpacing);

        // Z: Z=0 is at local 0 (Front/Top Layer). Higher Z values move deeper into bag (-Z)
        float zPos = -itemData.gridPosition.z * (cellSize + gridSpacing);

        itemObj.transform.localPosition = new Vector3(xPos, yPos, zPos);

        // 6. Rotation based on swapState.
        // Model convention: Z = face axis, Y = up axis, X = side axis.
        // State1 (bulk moves onto X / horizontal): roll -90 deg around Z.
        // State2 (bulk moves onto Z / depth): pitch -90 deg around X.
        switch (itemData.swapState)
        {
            case 0:
                itemObj.transform.localRotation = Quaternion.Euler(0, 0, 0);
                break;
            case 1:
                itemObj.transform.localRotation = Quaternion.Euler(0, 0, -90f);
                break;
            case 2:
                itemObj.transform.localRotation = Quaternion.Euler(-90f, 0, 0);
                break;
        }
    }

    private void LogItemPlacement(ItemData itemData)
    {
        // Total cells occupied by the 3D volume
        int totalSlots = itemData.currentFootprint.x * itemData.currentFootprint.y * itemData.currentFootprint.z;

        List<string> occupiedCoords = new List<string>();

        // Iterate through every cell occupied by the item's footprint
        for (int y = itemData.gridPosition.y; y < itemData.gridPosition.y + itemData.currentFootprint.y; y++)
        {
            for (int x = itemData.gridPosition.x; x < itemData.gridPosition.x + itemData.currentFootprint.x; x++)
            {
                for (int z = itemData.gridPosition.z; z < itemData.gridPosition.z + itemData.currentFootprint.z; z++)
                {
                    occupiedCoords.Add($"[{x},{y},{z}]");
                }
            }
        }

        string coordsString = string.Join("; ", occupiedCoords);

        // Format the console output
        string logMessage = $"Item name : '{itemData.itemID}',\n" +
                            $"Slots : ({totalSlots}),\n" +
                            $"Taken coords : {coordsString},\n" +
                            $"Current Size : ({itemData.currentFootprint.x},{itemData.currentFootprint.y},{itemData.currentFootprint.z}) (Swap State: {itemData.swapState})";

        Debug.Log(logMessage);
    }

    // --- ANIMATION & TRANSITION LOGIC ---

    private void OpenInventory()
    {
        isInventoryOpen = true;

        Cursor.lockState = CursorLockMode.None;
        Cursor.visible = true;

        originalCameraLocalRot = playerCamera.localRotation;
        if (cameraLookScript != null) cameraLookScript.enabled = false;

        StartCoroutine(TransitionInventory(true));
    }

    private void CloseInventory()
    {
        isInventoryOpen = false;

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

        StartCoroutine(TransitionInventory(false));
    }

    private void OnDrawGizmos()
    {
        if (gridContainer == null) return;
        Gizmos.matrix = gridContainer.transform.localToWorldMatrix;

        Color[] depthColors = new Color[]
        {
        new Color(0f, 1f, 0f, 0.8f),       // Z=0 : Green (Front / Top Depth Level)
        new Color(0f, 1f, 1f, 0.7f),       // Z=1 : Cyan
        new Color(1f, 0.92f, 0f, 0.7f),    // Z=2 : Yellow
        new Color(1f, 0f, 1f, 0.7f),       // Z=3 : Magenta
        new Color(1f, 0f, 0f, 0.7f)        // Z=4+: Red
        };

        for (int z = 0; z < depthCount; z++)
        {
            Gizmos.color = depthColors[Mathf.Min(z, depthColors.Length - 1)];

            for (int y = 0; y < rowCount; y++)
            {
                for (int x = 0; x < lineCount; x++)
                {
                    float xPos = -((x - (lineCount / 2f) + 0.5f) * (cellSize + gridSpacing));
                    float yPos = -(y + 0.5f) * (cellSize + gridSpacing);
                    float zPos = -z * (cellSize + gridSpacing);

                    Vector3 cellCenter = new Vector3(xPos, yPos, zPos);
                    Vector3 baseSize = new Vector3(cellSize, cellSize, cellSize);

                    // --- THICK BORDER TRICK ---
                    // Drawing multiple passes slightly scaled creates bold, thick wireframes
                    Gizmos.DrawWireCube(cellCenter, baseSize);
                    Gizmos.DrawWireCube(cellCenter, baseSize * 1.02f);
                    Gizmos.DrawWireCube(cellCenter, baseSize * 0.98f);
                }
            }
        }
    }
    private IEnumerator TransitionInventory(bool opening)
    {
        isTransitioning = true;
        float timeElapsed = 0f;

        Quaternion startCamRot = playerCamera.rotation;
        Vector3 directionToTarget = inventoryLookTarget.position - playerCamera.position;
        Quaternion targetCamRot = opening ? Quaternion.LookRotation(directionToTarget) : playerCamera.parent.rotation * originalCameraLocalRot;

        Vector3 startModelPos = cachedBackpackObj.transform.position;
        Quaternion startModelRot = cachedBackpackObj.transform.rotation;

        Quaternion openRotation = targetCamRot * Quaternion.Euler(backpackRotationOffset);

        Vector3 targetModelPos = opening ? inventoryLookTarget.position : backpackRestPoint.position;
        Quaternion targetModelRot = opening ? openRotation : backpackRestPoint.rotation;

        if (opening)
        {
            cachedBackpackObj.SetActive(true);
            if (inventoryScreenUI != null) inventoryScreenUI.SetActive(true);
        }
        else
        {
            if (inventoryScreenUI != null) inventoryScreenUI.SetActive(false);
        }

        while (timeElapsed < transitionSpeed)
        {
            timeElapsed += Time.deltaTime;
            float t = timeElapsed / transitionSpeed;
            t = t * t * (3f - 2f * t); // Smooth easing

            playerCamera.rotation = Quaternion.Slerp(startCamRot, targetCamRot, t);
            cachedBackpackObj.transform.position = Vector3.Lerp(startModelPos, targetModelPos, t);
            cachedBackpackObj.transform.rotation = Quaternion.Slerp(startModelRot, targetModelRot, t);

            yield return null;
        }

        playerCamera.rotation = targetCamRot;
        cachedBackpackObj.transform.position = targetModelPos;
        cachedBackpackObj.transform.rotation = targetModelRot;

        if (!opening)
        {
            cachedBackpackObj.SetActive(false);
            playerCamera.localRotation = originalCameraLocalRot;
            if (cameraLookScript != null) cameraLookScript.enabled = true;
        }

        isTransitioning = false;
    }
}