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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);
}
}
}
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