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using UnityEngine;

namespace Controllers
{
  [RequireComponent(typeof(Rigidbody2D))]
  [RequireComponent(typeof(CircleCollider2D))]
  public class Ball : MonoBehaviour
  {
    internal GameController controller;

    [SerializeField] private float shotForce;

    public Rigidbody2D Rigidbody => _rigidbody != null ? _rigidbody : _rigidbody = GetComponent<Rigidbody2D>();
    private Rigidbody2D _rigidbody;
    
    private void OnCollisionEnter2D(Collision2D other)
    {
      controller.BallDropped();
    }

    public void Shoot(Hoop target, float time)
    {
      transform.localRotation = Quaternion.identity;
      Rigidbody.velocity = (Vector2)((target.transform.position - transform.position).normalized + transform.up * Mathf.Clamp(time, 0f, 1f)) * shotForce;
    }
  }
}