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using System;
using System.Linq;
using Controllers.Player;
using UnityEngine;
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;
private void Update()
{
// Loop over each body segment and control it.
for (var i = 0; i < segments.Length; i++)
{
var segment = segments[i];
var isRoot = i == 0;
var isTop = i == segments.Length - 1;
// 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
if (Input.GetKey(segment.left.keyCode))
segment.Rigidbody.AddForceAtPosition(Vector2.left * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)), segment.transform.position + (segment.height * segment.forceOrigin));
if (Input.GetKey(segment.right.keyCode))
segment.Rigidbody.AddForceAtPosition(Vector2.right * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)), segment.transform.position + (segment.height * segment.forceOrigin));
if (isTop)
game.player.Move(segment.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.
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))
game.player.Shoot(segments.Last().transform);
}
[Serializable]
private struct Controls
{
[SerializeField] internal KeyCode grab;
[SerializeField] internal KeyCode shoot;
}
}
}
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