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