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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;
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;

    [SerializeField] private GameObject progressBarContainer;
    [SerializeField] private GameObject progressBar;

    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;
        progressBarContainer.SetActive(true);
      }

      progressBar.transform.localScale = new Vector3(0.75f * Mathf.Clamp(Time.time - ShootStartTime, 0f, 1f), 0.05f, 1f);
      // progressBar.transform.localPosition = new Vector3(0.75f * (1 - Mathf.Clamp(Time.time - ShootStartTime, 0f, 1f)), 0f, 0f);

      if (Input.GetKeyUp(controls.shoot))
      {
        game.player.Shoot(segments.Last().transform, Time.time - ShootStartTime);
        progressBarContainer.SetActive(false);
      }
    }
    
    [Serializable]
    private struct Controls
    {
      [SerializeField] internal KeyCode grab;
      [SerializeField] internal KeyCode shoot;
    }
  }
}