using UnityEngine;
using Unheimlich.Features.Hallucination;
using Unheimlich.Features.Dialogue.UI;
namespace Unheimlich.World.Environment
{
///
/// Sits on each stair-segment prefab and acts as the single configuration point
/// for the InfiniteStaircaseController.
///
/// Responsibilities:
/// - Holds a reference to the segment's FloatingLabel (set in prefab).
/// - Holds a reference to the segment's HallucinationTriggerZone (set in prefab).
/// - Exposes Configure() so the controller can push the right word and event
/// at spawn time without any GetComponent chains on the controller side.
///
public class StaircaseSegment : MonoBehaviour
{
[Header("References")]
[Tooltip("FloatingLabel present on this prefab. Assign in the prefab inspector.")]
[SerializeField] private FloatingLabel _floatingLabel;
[Tooltip("HallucinationTriggerZone present on this prefab. Assign in the prefab inspector.")]
[SerializeField] private HallucinationTriggerZone _triggerZone;
// ─── Public API ────────────────────────────────────────────────────────
///
/// Called by InfiniteStaircaseController right after this segment is spawned.
/// Sets the word on the FloatingLabel and overrides the HallucinationEvent on the zone.
///
/// Text to display. Null or empty = label keeps its prefab default.
/// Event to fire when the player enters the zone. Null = no event.
public void Configure(string word, HallucinationEvent hallucinationEvent)
{
if (_floatingLabel != null && !string.IsNullOrEmpty(word))
_floatingLabel.SetText(word);
if (_triggerZone != null)
_triggerZone.SetEvent(hallucinationEvent);
}
// ─── Editor helpers ────────────────────────────────────────────────────
#if UNITY_EDITOR
private void Reset()
{
_floatingLabel = GetComponentInChildren();
_triggerZone = GetComponentInChildren();
}
#endif
}
}