using UnityEngine;

public class movement : MonoBehaviour
{
    public float speed = 3;
    private Rigidbody2D rb;

    static public bool isrifle;
    static public bool isshotgun;
    static public bool issniper;
    public GameObject F;

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    void Update()
    {

        float movex = Input.GetAxis("Horizontal");
        float movey = Input.GetAxis("Vertical");

        rb.linearVelocity = new Vector2(movex * speed, movey * speed);

        Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);

        mousePos.z = 0f;

        transform.up = mousePos - transform.position;

        if (movement.issniper || movement.isshotgun || movement.isrifle)
        {
            F.SetActive(true);
        }
        else
        {
            F.SetActive(false);
        }

    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("rifle"))
        {
           isrifle= true;
        }
        if (collision.gameObject.CompareTag("shotgun"))
        {
           isshotgun= true;
        }
        if (collision.gameObject.CompareTag("sniper"))
        {
           issniper= true;
        }
    }
    private void OnTriggerExit2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("rifle"))
        {
           isrifle= false;
        }
        if (collision.gameObject.CompareTag("shotgun"))
        {
           isshotgun= false;
        }
        if (collision.gameObject.CompareTag("sniper"))
        {
           issniper= false;
        }
    }

}