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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;
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()
{
// 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);
// 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, ShootStartTime - Time.time);
}
[Serializable]
private struct Controls
{
[SerializeField] internal KeyCode grab;
[SerializeField] internal KeyCode shoot;
}
}
}
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