using System;
using RobocraftX.GUI.CommandLine;
using RobocraftX.Multiplayer;
using RobocraftX.StateSync;
using RobocraftX.Character;
using Svelto.ECS;
using Unity.Entities;
using UnityEngine;
using uREPL;
using Svelto.Context;
using RobocraftX;

using GamecraftModdingAPI.Commands;

// checklist of things to rename to make this command your own:
// [ ] namespace ExtraCommands.Example -> namespace ExtraCommands.[your command's namespace]
// [ ] class ExampleCommandEngine : CustomCommandEngine -> class [your command name]CommandEngine : CustomCommandEngine
// [ ] public ExampleCommandEngine(UnityContext<... -> public [your command name]CommandEngine(UnityContext<...
// [ ] CustomCommandUtility.Register("[your command name]", [your command name]Command, "[your command description]")
// [ ] private void ExampleCommand() -> private void [your command name]Command()
// [ ] CustomCommandUtility.Unregister("[your command name]")
//
// For aesthetics, I'd recommend using PascalCase (first letter in every word is uppercase; spaces are illegal*)
// * You can use spaces in your command description, but nowhere else. The description should be written like a normal English sentence.

namespace ExtraCommands.Example
{
    // !!! Uncomment the line below this !!!
    // [CustomCommand("Example")]
    class ExampleCommandEngine : ICustomCommandEngine
    {
		public string Description => "This is an example command which does nothing!";

		public string Name => "Example";

		public IEntitiesDB entitiesDB { set; private get; }

		// This class is a custom implementation of CustomCommandEngine specific to this command
		// You can use Svelto.ECS.IEntityDB entitiesDB to query game entities or one of the protected variables for other things
		// More documentation on Svelto.ECS: https://github.com/sebas77/Svelto.ECS
		// Unfortunately the documentation is severely lacking and out of date; you may have better luck decompiling Svelto.ECS.dll
		// See CustomCommandEngine.cs for more information on the super class

		// Ready() is called when the command is registered in-game (this happens whenever you load a game)
		public void Ready()
        {
            // CustomCommandUtility.Register has multiple overloads depending on how many parameters you want to pass to your command
            // See CustomCommandUtility.cs for more information
			CommandRegistrationHelper.Register(Name, ExampleCommand, Description);
        }

        // ExampleCommand() is called whenever the command is executed. This can accept up to three parameters
        // Please rename this, but don't forget to change the name in CustomCommandUtility.Register as well
        private void ExampleCommand()
        {
            // command operations go here
        }

        // Dispose() is called when the command is unregistered in-game (this happens whenever you leave a game)
        public void Dispose()
        {
            // You must unregister the command so it doesn't waste memory and so
            // it can be re-registered next time
			CommandRegistrationHelper.Unregister(Name);
        }
    }
}