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using System;
using UnityEngine;

namespace Controllers.Player
{
  [RequireComponent(typeof(Rigidbody2D))]
  public class PlayerSegment : MonoBehaviour
  {
    internal float sensitivity;
    internal float verticalSensitivity;
    
    internal bool moveleft;
    internal bool moveright;

    [Header("Controls")]
    [SerializeField] public Control left;
    [SerializeField] public Control right;

    [Header("Settings")]
    [SerializeField] public Vector3 forceOrigin;
    [SerializeField] public float height;
    [SerializeField] public bool isRoot;
    [SerializeField] public bool isTop;

    [Header("References")]
    [SerializeField] private GameController game;
    [SerializeField] private bool callFoulOnContact;
    [SerializeField] public Transform flipper;

    public Rigidbody2D Rigidbody => _rigidbody != null ? _rigidbody : _rigidbody = GetComponent<Rigidbody2D>();
    private Rigidbody2D _rigidbody;

    private void FixedUpdate()
    {
      if (moveleft)
      {
        Rigidbody.AddForceAtPosition(
          Vector2.left * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)),
          transform.position + (height * forceOrigin));
      }
      if (moveright)
      {
        Rigidbody.AddForceAtPosition(
          Vector2.right * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)),
          transform.position + (height * forceOrigin));
      }
    }

    private void OnCollisionEnter2D(Collision2D other)
    {
      if (callFoulOnContact && game.player.HasBall && other.gameObject.CompareTag("Ground"))
        game.player.Foul("LOOSE BALL FOUL");
    }
  }

  [Serializable]
  public struct Control
  {
    public KeyCode keyCode;
    public GameObject icon;
    public GameObject leg;
    public GameObject arm;
  }
}