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path: root/Assets/Scripts/Controllers/Player/PlayerController.cs
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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 Rigidbody2D ballPrefab;
    [SerializeField] private float ballSpeed;

    private void Update()
    {
      for (var i = 0; i < segments.Length; i++)
      {
        var segment = segments[i];
        var isRoot = i == 0;
        
        // 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.Sprite.bounds.size.y * 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.Sprite.bounds.size.y * segment.forceOrigin));
      }

      // if (Input.GetKey(KeyCode.D))
      // {
      //   segments[0].AddForceAtPosition(Vector2.right * sensitivity, (Vector2)segments[0].transform.position - Vector2.up * 0.5f);
      // }
      // else if (Input.GetKey(KeyCode.A))
      // {
      //   segments[0].AddForceAtPosition(Vector2.left * sensitivity, (Vector2)segments[0].transform.position - Vector2.up * 0.5f);
      // }
      //
      // if (Input.GetKey(KeyCode.L))
      // {
      //   segments[1].AddForceAtPosition(Vector2.right * sensitivity, (Vector2)segments[1].transform.position + Vector2.up * 0.5f);
      // }
      // else if (Input.GetKey(KeyCode.J))
      // {
      //   segments[1].AddForceAtPosition(Vector2.left * sensitivity, (Vector2)segments[1].transform.position + Vector2.up * 0.5f);
      // }
      //
      // if (Input.GetKey(KeyCode.RightArrow))
      // {
      //   segments[2].AddForceAtPosition(Vector2.right * sensitivity, (Vector2)segments[2].transform.position + Vector2.up * 0.5f);
      // }
      // else if (Input.GetKey(KeyCode.LeftArrow))
      // {
      //   segments[2].AddForceAtPosition(Vector2.left * sensitivity, (Vector2)segments[2].transform.position + Vector2.up * 0.5f);
      // }
      //
      if (Input.GetKeyDown(KeyCode.Space))
      {
        var ball = Instantiate(ballPrefab);
        var lastSegment = segments.Last();
        ball.transform.position = lastSegment.transform.position;
        ball.AddForce((lastSegment.transform.right + lastSegment.transform.up) * ballSpeed);
      }
    }
  }
}