Files
SimUL/Assets/Scripts/MouseInputManager.cs
T
2023-02-20 23:08:24 +02:00

50 lines
1.6 KiB
C#

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<OnSelectedObjectChangedEventArgs> OnSelectedObjectChanged;
public event EventHandler<OnMovementTargetSelectedEventArgs> 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 });
}
}
}
}