Code refactor
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@@ -0,0 +1,50 @@
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class MouseInputManager : MonoBehaviour
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{
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[SerializeField]
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private LayerMask _selectableLayerMask;
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[SerializeField]
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private LayerMask _walkableLayerMask;
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[SerializeField]
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private Camera _camera;
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private RaycastHit _raycastHit;
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public event EventHandler<OnSelectedObjectChangedEventArgs> OnSelectedObjectChanged;
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public event EventHandler<OnMovementTargetSelectedEventArgs> OnMovementTargetSelected;
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public static MouseInputManager Instance { get; private set; }
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private void Awake()
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{
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if (Instance != null)
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{
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Debug.Log("There's more than one player instance");
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}
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Instance = this;
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}
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void Update()
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{
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var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (!EventSystem.current.IsPointerOverGameObject() && Physics.Raycast(ray, out _raycastHit, 100f, _selectableLayerMask))
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{
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OnSelectedObjectChanged?.Invoke(this, new OnSelectedObjectChangedEventArgs() { SelectedObject = _raycastHit.transform });
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}
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else
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{
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OnSelectedObjectChanged?.Invoke(this, new OnSelectedObjectChangedEventArgs() { SelectedObject = null });
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}
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if (Input.GetMouseButton(0))
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{
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if (Physics.Raycast(_camera.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, 100f, _walkableLayerMask))
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{
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var pointToMove = hit.point;
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OnMovementTargetSelected?.Invoke(this, new OnMovementTargetSelectedEventArgs() { PointToMove = pointToMove });
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}
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}
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}
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}
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