add new input mouse system
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@@ -0,0 +1,76 @@
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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 InGameMouseHandler : 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 WaypointVisual _waypointVisual;
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public static event EventHandler<OnSelectedObjectChangedEventArgs> OnSelectedObjectChanged;
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private BaseInteractableObject _selectedObject;
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private void Start()
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{
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InputManager.Instance.PlayerAction.PointClick.performed += ClickToMove;
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}
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private void OnDestroy()
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{
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InputManager.Instance.PlayerAction.PointClick.performed += ClickToMove;
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}
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private void ClickToMove(UnityEngine.InputSystem.InputAction.CallbackContext context)
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{
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if (!EventSystem.current.IsPointerOverGameObject())
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{
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if (_selectedObject != null)
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{
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print($"Go to interaction point {_selectedObject._interactionPoint.position}");
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_waypointVisual.SetWaypoint(_selectedObject._interactionPoint.position);
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Player.Instance.AddTask(new PlayerTasks(Tasks.Interact, _selectedObject));
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}
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else
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{
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if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit, 100f, _walkableLayerMask))
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{
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_waypointVisual.SetWaypoint(hit.point);
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Player.Instance.AddTask(new PlayerTasks(Tasks.Move, _waypointVisual));
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}
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}
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}
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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())
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{
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return;
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}
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//hide rounded menu
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if (Physics.Raycast(ray, out var mouseRaycastHit, 100f, _selectableLayerMask))
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{
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mouseRaycastHit.transform.TryGetComponent(out _selectedObject);
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if (_selectedObject != null)
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{
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OnSelectedObjectChanged?.Invoke(this, new OnSelectedObjectChangedEventArgs() { SelectedObject = _selectedObject });
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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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}
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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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}
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}
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