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path: root/Assets/Scripts/Controllers/Player/PlayerController.cs
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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;

    [SerializeField] private float maxLegAngle;
    [SerializeField] private float legSpeed;

    private void Awake()
    {
      foreach (var segment in segments) {
        segment.sensitivity = sensitivity;
        segment.verticalSensitivity = verticalSensitivity;
      }
    }

    private void Update()
    {
      // Loop over each body segment and control it.
      for (var i = 0; i < segments.Length; i++)
      {
        var segment = segments[i];
        
        // 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.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * legSpeed));
            segment.right.leg.transform.localRotation =
              Quaternion.Euler(0, 0, maxLegAngle * Mathf.Sin(Time.time * -legSpeed));
          }
          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);
          
          // 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.
        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;
    }
  }
}