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extends CharacterBody3D

@export var SPEED: float = 12.0
@export var DASH_SPEED: float = 28.0
@export var GRAVITY: float = 20.0

# Перетащим картинки лица и спины прямо в Инспектор игрока
@export var texture_back: Texture2D
@export var texture_front: Texture2D

# Чувствительность вращения камеры
@export var MOUSE_SENSITIVITY: float = 0.003

# Ограничения наклона камеры вверх/вниз
@export var MIN_PITCH: float = deg_to_rad(-60.0)
@export var MAX_PITCH: float = deg_to_rad(60.0)

@onready var sprite: Sprite3D = $Sprite3D
@onready var camera: Camera3D = $Camera3D

var camera_angle_x: float = 0.0
var camera_angle_y: float = 0.0
var camera_distance: float = 3.5

func _ready() -> void:
	Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
	if camera:
		camera_angle_x = camera.rotation.x
		camera_angle_y = camera.rotation.y

func _unhandled_input(event: InputEvent) -> void:
	if event is InputEventMouseButton:
		if event.button_index == MOUSE_BUTTON_RIGHT:
			if event.pressed:
				Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
			else:
				Input.mouse_mode = Input.MOUSE_MODE_VISIBLE

	if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
		camera_angle_y -= event.relative.x * MOUSE_SENSITIVITY
		camera_angle_x -= event.relative.y * MOUSE_SENSITIVITY
		camera_angle_x = clamp(camera_angle_x, MIN_PITCH, MAX_PITCH)

func _physics_process(delta: float) -> void:
	if not is_on_floor():
		velocity.y -= GRAVITY * delta

	_update_camera_position()

	var move_forward_backward: float = 0.0
	if Input.is_key_pressed(KEY_W) or Input.is_action_pressed("ui_up"):
		move_forward_backward -= 1.0
	if Input.is_key_pressed(KEY_S) or Input.is_action_pressed("ui_down"):
		move_forward_backward += 1.0

	var direction := (transform.basis * Vector3(0, 0, move_forward_backward)).normalized()

	if move_forward_backward != 0.0:
		velocity.x = direction.x * SPEED
		velocity.z = direction.z * SPEED
	else:
		velocity.x = move_toward(velocity.x, 0, SPEED)
		velocity.z = move_toward(velocity.z, 0, SPEED)

	move_and_slide()
	
	_update_sprite_texture()

func _update_camera_position() -> void:
	if not camera:
		return
	
	var offset = Vector3(
		sin(camera_angle_y) * cos(camera_angle_x),
		sin(camera_angle_x),
		cos(camera_angle_y) * cos(camera_angle_x)
	) * camera_distance

	camera.position = offset + Vector3(0, 1.2, 0)
	camera.look_at(global_position + Vector3(0, 1.0, 0), Vector3.UP)

func _update_sprite_texture() -> void:
	if not sprite or not camera:
		return

	# Вычисляем направление от игрока к камере
	var cam_dir = (camera.global_position - global_position).normalized()
	# Направление "вперёд" самого игрока
	var player_forward = -global_transform.basis.z.normalized()

	# Проверяем, смотрим ли на игрока спереди
	if player_forward.dot(cam_dir) > 0.0:
		if texture_front:
			sprite.texture = texture_front
	else:
		if texture_back:
			sprite.texture = texture_back