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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;
}
}
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