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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
  [SerializeField] private List<Rigidbody2D> segments;
  [SerializeField] private float sensitivity;

  [SerializeField] private Rigidbody2D ballPrefab;
  [SerializeField] private float ballSpeed;

  private void Update()
  {
    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);
      ball.transform.position = segments.Last().position;
      ball.AddForce((Vector2.right + Vector2.up) * ballSpeed);
    }
  }
}