extends Node3D
class_name Body

const LERP_VELOCITY: float = 0.15

@export_category("Objects")
@export var _character: CharacterBody3D = null
@export var animation_player: AnimationPlayer = null

func apply_rotation(_velocity: Vector3) -> void:
	var new_rotation_y = lerp_angle(rotation.y, atan2(-_velocity.x, -_velocity.z), LERP_VELOCITY)
	rotation.y = new_rotation_y

	# rpc("sync_player_rotation", new_rotation_y)

func animate(_velocity: Vector3) -> void:
	# Don't override attack animation if it's playing
	if animation_player.is_playing() and animation_player.current_animation == "Attack1":
		return

	# Check if we're dashing
	if _character._is_dashing:
		if animation_player.current_animation != "Jump2":
			animation_player.play("Jump2")
		return

	if not _character.is_on_floor():
		if _velocity.y < 0:
			animation_player.play("Fall")
		else:
			animation_player.play("Jump")
		return

	if _velocity:
		if _character.is_running() and _character.is_on_floor():
			animation_player.play("Sprint")
			return

		animation_player.play("Run")
		return

	animation_player.play("Idle")

func play_attack() -> void:
	if animation_player:
		# Play attack animation once (don't loop)
		animation_player.play("Attack1", -1, 1.0)
		# Ensure it doesn't loop
		animation_player.animation_set_next("Attack1", "")

# @rpc("any_peer", "reliable")
# func sync_player_rotation(rotation_y: float) -> void:
# 	rotation.y = rotation_y
