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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);
}
}
}
}
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