using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using System.Collections;

public class HoverSlideButton : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
    public RectTransform buttonTransform;

    public Vector2 offPosition = Vector2.zero;
    public Vector2 onPosition = new Vector2(30f, 0f); // e.g., slide 30px to the right

    public float slideDuration = 0.2f;

    private Coroutine slideCoroutine;
    private bool isOn = false;

    private void Reset()
    {
        buttonTransform = GetComponent<RectTransform>();
    }

    public void OnPointerEnter(PointerEventData eventData)
    {
        SlideToPosition(onPosition);
    }

    public void OnPointerExit(PointerEventData eventData)
    {
        if (!isOn) SlideToPosition(offPosition);
        
    }

    public void SetOnState(bool on)
    {
        isOn = on;
        SlideToPosition(on ? onPosition : offPosition);
    }

    private void SlideToPosition(Vector2 target)
    {
        if (slideCoroutine != null)
            StopCoroutine(slideCoroutine);

        slideCoroutine = StartCoroutine(SmoothSlide(target));
    }

    private IEnumerator SmoothSlide(Vector2 target)
    {
        Vector2 startPos = buttonTransform.anchoredPosition;
        float timeElapsed = 0f;

        while (timeElapsed < slideDuration)
        {
            buttonTransform.anchoredPosition = Vector2.Lerp(startPos, target, timeElapsed / slideDuration);
            timeElapsed += Time.deltaTime;
            yield return null;
        }

        buttonTransform.anchoredPosition = target;
    }
}