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

public class Rest : NPCBase
{

    float lastTime = 0;
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        base.OnStateEnter(animator, stateInfo, layerIndex);
        npcNav.isStopped = true;
        lastTime = Time.time;

        brain.SetRestObject(true);
    }

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        // while resting gain energy
        if (Time.time > lastTime + 1f)
        {
            brain.GainEnergy();
            lastTime = Time.time;
        }

        
    }

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        brain.SetRestObject(false);
    }
}
