selectable item
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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 MouseSelection : MonoBehaviour
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{
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[SerializeField]
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private LayerMask _selectableLayerMask;
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private Transform _selection;
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private RaycastHit _raycastHit;
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public event EventHandler<OnSelectedObjectChangedEventArgs> OnSelectedObjectChanged;
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public class OnSelectedObjectChangedEventArgs : EventArgs
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{
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public Transform SelectedObject;
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}
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public static MouseSelection 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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// _hightlight = _raycastHit.transform;
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// if (_hightlight.CompareTag("Selectable") && _hightlight != _selection)
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// {
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// if (_hightlight.gameObject.GetComponent<Outline>() != null)
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// {
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// _hightlight.gameObject.GetComponent<Outline>().enabled = true;
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// }
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// else
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// {
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// var outline = _hightlight.gameObject.AddComponent<Outline>();
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// outline.enabled = true;
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// _hightlight.gameObject.GetComponent<Outline>().OutlineColor = Color.yellow;
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// _hightlight.gameObject.GetComponent<Outline>().OutlineWidth = 7f;
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// }
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// }
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// else
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// {
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// _hightlight = 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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