using UnityEngine;

public class PlayerMouseInput : MonoBehaviour
{
	#region Private Members
	
	[SerializeField]
	private float m_depth;
	
	[SerializeField]
	private Transform m_controllers;
	
	private PoolController m_poolController;
	
	#endregion
	
	#region Startup
	
	void  Awake()
	{
		m_poolController = m_controllers.GetComponent<PoolController>(); 
	}
	
	#endregion
	
	#region Update
	
	void Update() 
	{
		if(Input.GetKeyDown (KeyCode.Space))
		{
			Application.LoadLevel(1);
		}
		
	    if(Input.GetMouseButtonDown(0))
		{
			var pos = Input.mousePosition;
			pos.z = m_depth;
			m_poolController.Spawn("Pixels",  Camera.main.ScreenToWorldPoint(pos));
		}
		
		if(Input.GetMouseButton(1))
		{
			var pos = Input.mousePosition;
			pos.z = m_depth;
			m_poolController.Spawn("Ellipse",  Camera.main.ScreenToWorldPoint(pos));
		}
		if(Input.GetMouseButton(2))
		{
			var pos = Input.mousePosition;
			pos.z = m_depth;
			m_poolController.Spawn("Cube",  Camera.main.ScreenToWorldPoint(pos));
		}		
	}
	
	#endregion
}
