using System; using System.Linq; using Controllers.Player; using UnityEngine; using Random = UnityEngine.Random; namespace Controllers.Player { public class PlayerController : MonoBehaviour { [SerializeField] private PlayerSegment[] segments; [SerializeField] private float sensitivity; [SerializeField] private float verticalSensitivity; [SerializeField] private GameController game; [SerializeField] private Controls controls; [SerializeField] private float maxLegAngle; [SerializeField] private float legSpeed; public PlayerSegment root => segments[0]; private float ShootStartTime; private void Awake() { foreach (var segment in segments) { segment.sensitivity = sensitivity; segment.verticalSensitivity = verticalSensitivity; } } private void Update() { if (game.freezeMotion) return; // Loop over each body segment and control it. for (var i = 0; i < segments.Length; i++) { var segment = segments[i]; // Flip the player to face the right direction. segment.flipper.transform.localScale = root.Rigidbody.velocity.x > 0.01f ? new Vector3(1f, 1f, 1f) : new Vector3(-1f, 1f, 1f); // Update icons foreach (var control in new[] {segment.left, segment.right}) { if (Input.GetKeyDown(control.keyCode)) control.icon.SetActive(true); else if (Input.GetKeyUp(control.keyCode)) control.icon.SetActive(false); } // Add forces segment.moveleft = Input.GetKey(segment.left.keyCode); segment.moveright = Input.GetKey(segment.right.keyCode); // Rotate the legs if we move. if (segment.isRoot) { if (Input.GetKey(segment.left.keyCode) || Input.GetKey(segment.right.keyCode)) { segment.left.leg.transform.localRotation = Quaternion.Slerp( segment.left.leg.transform.localRotation, Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * legSpeed * (segment.Rigidbody.velocity.magnitude / 5f))), Time.deltaTime * 50f ); segment.right.leg.transform.localRotation = Quaternion.Slerp( segment.right.leg.transform.localRotation, Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * -legSpeed * (segment.Rigidbody.velocity.magnitude / 5f))), Time.deltaTime * 50f ); } else { segment.left.leg.transform.localRotation = Quaternion.Slerp(segment.left.leg.transform.localRotation, Quaternion.identity, Time.deltaTime * legSpeed); segment.right.leg.transform.localRotation = Quaternion.Slerp(segment.right.leg.transform.localRotation, Quaternion.identity, Time.deltaTime * legSpeed); } } if (segment.isTop) { game.player.Move(segment.transform.position + segment.transform.right * (0.5f * (root.Rigidbody.velocity.x > 0.01f ? 1 : -1))); // Point the arms at the ball. segment.left.arm.transform.up = -(game.ball.transform.position - segment.left.arm.transform.position); segment.right.arm.transform.up = -(game.ball.transform.position - segment.right.arm.transform.position); } } // Try grabbing the ball if pressed. if (Input.GetKeyDown(controls.grab)) { // Try grabbing at each segment, and then the segment can pass it up to the top guy. if (game.enemy.HasBall && Random.Range(0, 100) < 50) return; // 50% chance of stealing. foreach (var segment in segments) { if (game.player.GrabBall(segment.transform.position)) break; // Stop after we successfully grab. } } // Try shooting the ball if pressed. if (Input.GetKeyDown(controls.shoot)) ShootStartTime = Time.time; if (Input.GetKeyUp(controls.shoot)) game.player.Shoot(segments.Last().transform, Time.time - ShootStartTime); } [Serializable] private struct Controls { [SerializeField] internal KeyCode grab; [SerializeField] internal KeyCode shoot; } } }